Expanded Sharing for Assets

roger roger

(much better, thank you!)

@FlankaTank
Do you have any info on what will happen to existing private meshes/images currently in use in games?

Almost every game I own is comprised nearly entirely of contractor-built assets that were uploaded under their accounts and transferred to me via rbxm files.

I’m concerned that I’ll wake up one day with all of my meshes / ui failing to load in.

Would love to get some additional info so that I can better prepare for this!

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BUG report: Has roblox removed their algorithm push for new games. Home impression broken?!??

How on earth is a game supposed to reach its target audience if it won’t be pushed on the algorithm initially at launch?!?!??!?! Not roblox ruining the good thing they left small developers.(This worked earlier this year in March)

Someone please let me know your experience!!! Anyone here?

Thank you for your feedback. Would you mind sharing a bit more about your use case? Are these your own experiences? What are you trying to achieve?

The reason we don’t currently enable this is to avoid breaking experiences that depend on the asset.

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Hi @ShinyGriffin,

For sounds, the experience needs permission to load the asset. That permission is irrevocable, and will persist after the experience has been transferred. The experience should be able to continue to load the asset after it has been transferred. Please let us know if you have any more details about the error with sounds.

For animations, once we enable animation sharing, they should function like sound assets, and the experience should retain permission to load the animation even after it has been transferred to a new owner.

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This update does not change the behavior of Meshes, Images, or Decals. These asset types remain open-use, meaning anyone can use them. However, in the coming weeks, we plan to introduce an opt-in privacy feature for these asset types. This will allow creators to create “restricted” Meshes, Images, and Decals, so they can only be used by those with explicit permission.

In response to your question:

  • If a game collaborator adds an open-use decal to a game, there’s no issue—open-use assets are available to everyone.
  • If a collaborator adds a restricted decal to another creator’s game (which they’re editing), the game will automatically be granted permission to use that decal. Players will be able to see the asset, and the game owner won’t need to request additional permissions from the collaborator.

More details will be provided in a future update—this is just a preview of what’s coming.

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Wake me up when I can make a sword with a custom animation, and share it in the toolbox. (and it just works)

Associated response in this same thread: Expanded Sharing for Assets - #27 by GreatPrinceZuko

Image, Mesh, Decals are still open-use (i.e. anyone can use). In next few weeks we will allow users (opt-in) to create restricted Image, mesh & Decals. Once that is done, only the users with whom the mesh was shared can use the mesh, others uses can’t use the mesh in studio. Players playing your game will be able to load the mesh. As you mentioned, once a mesh reached user’s device then we can’t control it fully, however if the user only knows your asset id they can’t use it.

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pls add folder create in asset manager

May I Ask what you mean if the Mesh reaches a user’s PC? Like if the mesh is copied and pasted into their world from my world, would still appear invisible?

And - What if a player uses a outside leaking service or save instance to download my game with the intentions of using or leaking my private assets, would they appear invisible to the leaker and players playing his copied game? This is by far my biggest worry when making a high quality game for users to play. I do know when a mesh/ decal is leaked, its Asset ID still tracks back to the original creator.

Do you have any info on what will happen to existing private meshes/images currently in use in games?

Today, even after this update, almost all the meshes/images are not private. In future users will have the option to create private (restricted) meshes/images. Sharing thoughts on the two future workflows.

If the assets were transfered to you using rbxm and then you re-upload them, then you are the owner of those assets and have all the permissions for the assets.

Going forward alternative is that the asset remain in the contractor account and they share with you. In this case there is a risk that in future the contractor can unshare the asset with you and then you loose the access. However if you have used the asset in a game while you had the access, the game will retain the permissions even if the asset was unshared with you. Permissions to use a asset in a game is intentionally irrevocable so that we can avoid breaking games and not have to worry about the concern you have.

Hope this helps.

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Ohh, alright! Thanks so much for clarifying this for me. By my understanding these “restricted” assets, will not be available to UGC items right?

That kind of sucks if so since they would still be able to be stolen, but atleast game assets will be more protected and that’s still a plus!

If UGC meshes were restricted, then they couldn’t be worn in 99.9% of games. Which kind of defeats the whole purpose of buying a hat in the first place. Hopefully Roblox will take other steps against copiers using separate features.

The question is, why doesn’t it exist already? What If I don’t wanna work with the person I granted access to anymore?

Is this why it’s hard to remove members from team create?

So like only AssetIds are going to be private? What’s preventing a leaker from just decompiling a mesh > Save to File > Re-Upload?

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Finally, I can load my own private models into group games!

require(id) works, but seems like InsertService:LoadAsset() doesn’t work yet.

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It would be nice to be able to delete old creations too :slight_smile:

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Oh nice so we can now have community models withing games without making them public or without even getting into contact, they just grant premission you check your models and see their asset (for example il just make a step by step tutorial how to create a certain asset for the game and they just share them and i take them into the game), [ Also a feature request may just appeard ]: would be selling a asset only to the ones with permissions, would make global contribution possible (you just recieve a message of @User granted you permissions to get/purchase his asset and maybe a little message underneath)

I really hope that we’ll be able to private existing assets as well. Currently I have tons of unique assets which I would like to keep in private and they were never sold on the marketplace or shared with anyone.

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What happens if you share with a friend and after a while they unfriend you?

I find it hard to see what’s actually different then?
In my eyes your 2 response essentially mean the ‘private’ asset becomes public anyways if you add it to a game.

Is the only usecase where I have a game, upload a private asset into it and allow someone edit access, but no permission so they can’t see/steal my asset?

Being honest this all sounds very confusing to deal with (also very niche?).

Gonna take this opportunity to ask for a fix where everyone can see the preview image of your models: Others can see inventory when it's private

I remember this being an issue 6 years ago for jailbreak, but might as well try getting attention for it…

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