Extending InsertService:LoadAsset to Shared Model & MeshPart Assets

Hi Creators :waving_hand:

Today, we’re excited to announce that we’re extending the InsertService:LoadAsset functionality, enabling you to load Model and MeshPart assets that were shared with you by a Connection or group. This will give you additional flexibility with how and when to load your collaborators’ Model and MeshPart assets. Previously with InsertService:LoadAsset, you could only load Model, MeshPart assets you’ve uploaded.

To get started, the experience must have permission to load the Model or MeshPart asset and any “Restricted” assets it references. You can give the experience permission to load the MeshPart of Model asset in Creator Hub, in the Experience Permissions page under the “Assets” section. When you give the experience permission to load the Model or MeshPart asset, the experience will also automatically be granted permissions to load “Restricted” assets that are referenced by the Model or MeshPart asset.

You can find Model and MeshPart assets that are shared with you or your groups in Toolbox under “Inventory” or in the revamped Asset Manager (Beta), and set the “Source” filter to “Shared with Me”.

Additional Details

  • Decal assets that were shared with you can already be loaded using InsertService:LoadAsset
  • Most Roblox-owned Model and MeshPart assets will also work with InsertService:LoadAsset as they are “Open Use”

What’s Next

As a next step for improving animation permissions, we will enable you to share Animation assets with your Connections and groups. Stay tuned for an update over the next few days!

Over the next couple of weeks, we will also launch a beta to enable you to opt-in to privacy for Mesh, Image & Decal assets.

We’re also investigating an option to allow inserting any public Model or MeshPart asset within an experience, as long as it’s free on the Creator Store.

Please share any feedback with us below. Thank you!

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This sounds like it would be kinda useful…..or annoying depending on how much u are asked for ur stuff

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Guess what? Friends can now ask for models assets :grinning_face:

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This is great, Do you guys have any plans for expanding this service further for all public models? it would be useful for games that rely on user made models

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Connections but not “Communities”?

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To clarify - will this allow for plugins (such as Rojo) to be able to set the MeshID property of a MeshPart?

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When will we get the ability to load arbitrary assets in our game, such as free models?

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Any chance that this functionality will be extended for these assets to be used with editableMeshes and editableImages?

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seems cool, would make custom maps & similar much easier.

What would be done for security?
Such as custom maps that could have potentially harmful scripts?
eg. a script that overwrites datastores.

typo, should it be : and not .?

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Yes we are active looking this, in next a few weeks! will comes with some restrictions & control.

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Yes we has such plan! stay tuned !

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Would you ever make it so you can limit to what places you allow your module scripts to be loaded too?

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Are there any plans to let us choose how certain assets, like accessories, are inserted with InsertService? Currently, rigid accessories always insert with a SpecialMesh, and we have no way (as far as I know) to insert those with MeshPart handles.

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Could we get an option where it can be used in some games of a community but not others?

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If you allow arbitrary assets to be loaded again, Does this mean games like Insert Wars will return?

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If you are asking for the security concern about allowing “free models”, Yes we are aware of this concern, is discussing and making plan for that. Thank you for calling it out!

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I would assume that for arbitrary models, the default would be to not load scripts. Which might not be ideal for all cases, but as a developer allowing custom maps for your game you can probably, like, provide models to map-makers that act as flags for a specific object with a script such as a zombie spawner to be placed there

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:roll_eyes:
we’re still not proud of this rebrand btw

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You can already use InsertService:CreateMeshPartAsync and MeshPart:ApplyMesh to override the MeshId. Direct access to the property would be problematic since it’s desynced with collision data.

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