When you use RemoveDefaultLoadingScreen, it removes it properly, but you get a flash of the default before it replicates and runs. There’s not a really good solution here, so I suggest modifying it so that the loading gui fades in from black and only starts fading once everything is replicated (giving us enough time to disable the loading gui ourselves and display out own instead).
Why? This way we can have fully immersive loading screens. Having a flash of the default looks sloppy, and this would resolve it.
The reason that it would look particularly bad is if you’re using loading screens for games that you really shouldn’t be using them for.
You should only be using a custom loading screen if you actually have quite a lot of user data / parts in your level to load (For instance, if you make heavy use of data stores, or if your have a giant level like town in Robloxia). If your level loads in only 1-3 seconds from the Roblox Player opening anyways you should just leave it to the default loading screen.
[quote] The reason that it would look particularly bad is if you’re using loading screens for games that you really shouldn’t be using them for.
You should only be using a custom loading screen if you actually have quite a lot of user data / parts in your level to load (For instance, if you make heavy use of data stores, or if your have a giant level like town in Robloxia). If your level loads in only 1-3 seconds from the Roblox Player opening anyways you should just leave it to the default loading screen. [/quote]
What if you are trying to use universes (“Games” is a bad name for it, honestly, unless a single place cannot be a game) and want to make transitioning more seamless?
Do you not understand… this is a loading screen that first shows up before any content from the game in question has actually been loaded. Your “property” would not be there yet at the point when the loading screen first shows up, in fact, nothing that you set will be there yet.
That’s why there aren’t any options on this, because this is something that there before any game specific content exists yet.
Do you not understand… this is a loading screen that first shows up before any content from the game in question has actually been loaded. Your “property” would not be there yet at the point when the loading screen first shows up, in fact, nothing that you set will be there yet.
That’s why there aren’t any options on this, because this is something that there before any game specific content exists yet. [/quote]
What if it was on the place configure page? (Where you can edit the chat style, place name, etc)
Is that data sent to the client before it loads the place?
Do you not understand… this is a loading screen that first shows up before any content from the game in question has actually been loaded. Your “property” would not be there yet at the point when the loading screen first shows up, in fact, nothing that you set will be there yet.
That’s why there aren’t any options on this, because this is something that there before any game specific content exists yet. [/quote]
Do you not understand… this is a loading screen that first shows up before any content from the game in question has actually been loaded. Your “property” would not be there yet at the point when the loading screen first shows up, in fact, nothing that you set will be there yet.
That’s why there aren’t any options on this, because this is something that there before any game specific content exists yet. [/quote]
Yet Game.PlaceId still works because Join.lua sets it before the loading script runs. There’s no reason for this to be scriptable in-game; could it not be a place configuration option that gets reflected as a property of the DataModel like PlaceId?