Get Ready for Updated Experience Controls

How will the removal of the in-world mute button affect Voice Chat? Will developers be gaining the ability to implement their own keybinds for muting/unmuting? How much control will we be given? Can we finally implement Push To Talk? The new audio api is allowing us to do cool stuff with the microphone input but we still cant make its enabling/disabling fit our experiences that feels right.

you can do some trickery with TextChatService to remove it without using any bugs

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Then how do you do that since the default chat system is based in CoreGui which we do not have access to?

Does this new feature give us the ability to disable the core hamburger button completely? If not then this is completely trash.

I really don’t see how the size aspect of the new UI is an issue for desktop users, it’s not like it takes up much space - it’s still a tiny portion on what is usually a 720h-1440h desktop display

Even on 720h, it doesn’t take up enough space to intrude on gameplay; Here’s a few examples of different desktop screen resolutions with the new menu control space

Here’s a typical laptop display:

Even on a phone, this still leaves a lot of room for UI designers to do their thing:

If the game’s UI is thoughtfully designed then this shouldn’t be an issue. Also, do keep in mind that mobile makes up most of Roblox’s playerbase :hidere:

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If you’re using LegacyChatService, disable Chat.LoadDefaultChat. The default chat scripts and UI will not be inserted into the place.

(Note that Chat is no longer visible by default, but you can show it by right-clicking on Explorer and selecting “Show Services…”)

With LegacyChatService, the chat window is inserted into the PlayerGui and all of the code is open-source and can be modified to your liking. This is not the case with TextChatService.

If you’re using TextChatService, disable TextChatService.ChatWindowConfiguration.Enabled and TextChatService.ChatInputBarConfiguration.Enabled.

@Maelstorm_1973 @computerph1_DEV

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This is a pretty good design that we’ve finally landed on IMHO, I have two questions though:

  • Do you intend to bring back user-set pins for things like chat/backpack/leaderboard? I personally would like to have the emote wheel always next to the chat button, it would be nice if that was something you could do (maybe even allow games to have defaults to what is always shown)

  • This is more of a question about chat but it would be nice to give developers the ability to toggle visiblity of the new chat (NOT completely hiding it). I’d like to make my own topbar button for chat disconnected from the MRU.

I’m using some frame and coloring tricks to make this fit into my UI theme

image

Also, I’m interested to see what this means

For this update, we’re keeping the current design of the Roblox/Tilt menu as is . However, we’re planning to enhance this design in future updates.

Possible merging of the Roblox menu with the hambuger menu? Would be a pretty good end-all solution.

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Hi all, I wanted to respond here on a couple of the main points of feedback:

  1. On icon sizing, particularly on desktop, our reason for choosing 44px for the icon size is to comply with the Web Content Accessibility Guidelines (WCAG) 2.1 guidelines for Target Sizes which states 44px as the requirement to reach a AAA rating for accessibility. These guidelines are intended to apply to desktop as well as mobile.
  2. On Report being available under the hamburger menu as well as via the Esc/Tilt menu—we are looking at reconciling both entry points for Report Abuse when we start work on improving all of the functionality under the Esc/Tilt menu. If you have recommendations for changes you’d like to see on those screens, please feel free to share them here for us to consider as we pick up that work.
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You could technically make your own emotes button if you wanted to.

Check if Emotes is open: GuiService:GetEmotesMenuOpen()
Open/close Emotes: GuiService:SetEmotesMenuOpen(bool)

You can already do this:

Check if Chat is open: StarterGui:GetCore("ChatActive")
Open/close Chat: StarterGui:SetCore("ChatActive", bool)

(EDIT: Didn’t realize you wanted to hide the default chat button but still be able to show the chat window. Unfortunately this isn’t possible unless you make your own chat system)

Including a report menu button in the experience controls does not provide the user with an easier way of reporting, rather, it does the same thing, twice.
As I mentioned in my post above, it takes the same number of interactions for a user to access the report menu on both occasions.

Now reconciling sounds interesting, but it would certainly be better if the button were removed from the hamburger menu outright. The Leaderboard and Roblox Menus already provide enough reporting functionality to the user.

If I were to make a list of changes that should be done, it would be like this:

  • When all the CoreGui elements are disabled one by one or when done: StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.All, false), the hamburger menu should automatically be hidden. And only the Roblox button should remain. This provides the developer more UI space, and the TopbarSafeInsets API would not have to be used, even if the developer has disabled all of the CoreGui elements.
    (Creates backwards-compatibility with the UI of older experiences on the platform, makes new developers’ lives easier, and has many other benefits.)

  • In the future, we should have more control over how the hamburger menu should work, for example, the ability to add or remove buttons from the hamburger menu should be allowed, this would create higher consistency across the developer and the Roblox created systems. (TextChatService is a great example of how to do it.)

Even if the above requests cannot be done, we would still appreciate proper answers to why, rather than simply giving a response like this:

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Thanks so much for at least addressing the feedback here rather than being completely silent, as has been the case in previous update threads on this feature. We appreciate it.

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We obviously can’t respond to everything, but we’re still reading every post and discussing things internally. Whether positive or negative, all feedback is absolutely appreciated!

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Wrong!

If you delete PlayerScripts within a script located in ReplicatedFirst it removes the entire menu!

I already know this. What I’m talking about is a custom chat system that I wrote from the ground up. I would like to be able to insert the chat icon for my chat system into the flyout.

You unfortunately can’t add custom buttons to the menu, but you could technically hijack Roblox’s built-in chat button to toggle your custom chat system instead of the default one, which is what I was explaining

Ok, how do you do that? I asked this question earlier but no response on it.

is that the new ui, not fully rounding corners is nice! or if its not nice design

Definitely agree with this. Especially with the new audio features, I think the ability for voice chat bubbles to exist in the UI and be disabled in the game world would be great for certain experiences. It wouldn’t really make sense for a player to be speaking and have a speaker over that player’s head if the sound isn’t coming from that player.

By disabling the default chat window and checking ChatActive

Sadly there’s no event to listen to here, so you’d probably have to run a constant loop on StarterGui:GetCore("ChatActive") to check if the chat is toggled or not.

ChatActive determines if the chat button is in the active state. It does not determine if the entire chat has been disabled with SetCoreGuiEnabled.

while playing with the revised new experience controls, i noticed the health bar has now been relocated back to the right and has been made taller

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