Experience Notification are so inefficient

Experience Notification are so inefficient.

So i want to use this Experience Notification Service tho the problem is i dont which player have opted to receive notifications. Like is there any data store or anything that returns me a table of players that have opted to receive notifications?

Idts there’s anything like that nor it gives you any way to check if a certain player has opted for it so you dont have to make notification for it to fail as he hasnt opted for it.

Now what im doin is using a UI to ask the player if he wants to receive notification and if he press yes im storing him in a datastore and then prompting the actual Notification UI.

Tho my datastore have like 10 and the analytics shows only one player has opted for the notification.

Whats the actual way of making this notification service? I dont wanna loop through my entire data store and make notifications for them to fail cuz the player has not opted for it.

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notice this call only check LocalPlayer, which is not useful in any case, because we always want to send the notifications to an offline player instead of a player already in the game

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https://devforum.roblox.com/t/discussion-on-implementation-of-scheduled-experience-notification/3489033

I have implemented the scheduling feature but how can we get the list of players who have opted for the notifications?

Are you like looping the entire datastore and sendin notifications to each player?

If roblox could have made some event that fires when player has opted to receive notification so i could have fire a event to store that player in a datastore that would be so useful.

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there is none right now, so i have posted the feature request

my current implementation is that, each of the server would try to grab a bunch of players by userid prefix (e.g. server1 gets ‘player_10XXXXX’, server2 gets 'player_11XXXXX, etc.) and they will loop through datastore for those keys.
has a short coming that, if it is not enough CCU (thus not enough servers), then it takes long time to loop through all your players.

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mhm sounds really good.

what do you think how are the other games would be handling this?

Be a Paper Airplane seems to use the scheduling method.

i was if every games that is using Experience Notification are goin through their data store and tryin to make notification for the players?

with scheduling, the schedule happens when a player leaves the game. and all the necessary information should have been retrieved and stored into the ordered data store.
so when we obtain a scheduled data, we don’t need to look up the player data again