There are no limitations against a paid access game. This usecase is totally within reason if you wanted to reward the first player to send an invitation to a user. At this time, we do not have a way to verify which invitation was RSVP’d when a user joins the game, but that should not prevent you from setting up a basic version of this model.
A very good question. CanUserSendGameInviteAsync is not the same as CanUserChatAsync. The ChatService:CanUserChatAsync tests against the in-game chat setting and the SocialService:CanUserSendGameInviteAsync tests against the app/website chat setting (among other checks).
This is a very important distinction to make and I am happy you brought it up!
Glad to hear that. Developers already have the ability to tell whenever a player joins a game by following another player. Are there plans to expose information to developers for when a player joins via an invite?
Would it be possible to send an invite to the current place rather than the start place of the universe in the future? I could see that being used for a sort of “Invite to Group” system
This. I have a universe set up where people play ‘rounds’ in groups of four using TeleportToPrivateServer and Reserved Servers. I would like to have users join mid-game in these rounds. SocialService can’t do this right now?
As of now, this is not possible by SocialService alone, but I also would like to push for @Xiousa’s stance on SocialService to be applicable to current places as well.
So, I did some quick testing in my own place on the new API.
I have some suggestions on improved functionality that could benefit developers and users.
Currently, when you invite someone from within the game, and they click the “Play” prompt, it acts as though the player went to the game page and clicked play;
I believe the behavior of the invite should more closely represent that of clicking “Follow” or “Join in Game” on someone’s profile like this;
The reasoning for this is I believe that the intention of inviting someone to a game is to get them to follow you into a specific server in a place, and not just to play the game in general.
This could benefit the developer as well as it’d allow them to easily track successful invites without too much work on their end, it’d also remove the need for Roblox staff to make changes to the back-end to track this info, as it’d use systems already present on the platform.
In addition, this can mean the API could lead to false positives, which can throw off the intention of this API, as well as future use of it by developers.
But also, can :SetCore(“PromptSendFriendRequest”), :SetCore(“PromptUnfriend”), :SetCore(“PromptBlockPlayer”) and :SetCore(“PromptUnblockPlayer”) be moved to SocialService? I don’t really get why they’d be in :SetCore
One but i’ve noticed a bug which is that if you invite someone in the GUI that is promoted from the Server you can invite them again from the GUI prompted from the Client
Expanding on from that it would be pretty neat if we could have something along :PromptGroupInvite(player,groupID) of which would prompt something similar to the product purchase prompt - but instead ask if a player wants to join a group. There’s an increasing amount of games that reward players somehow by being in the group, a simple 500 points extra a day or some exclusive content.
This is a really great feature and I have some great ideas of what I want to use this for, but it would be really cool if we could target a specific users friend with an invite (requiring player confirmation).