How did you do this? In the future, please only mark solutions with the real solution to your issue so others won’t have to make reposts and can benefit from your post as well. Thanks!
This question is not only directed towards you, but more so to UGC Creators. How would it be possible to set the price when rewarding a UGC item? i.e.: Prompting a purchase for free if they accomplish a task provided in-game, but allowing them to purchase it for robux in-game as an alternative. I am not a UGC Creator so this is more confusing. Thanks!
(for reference, it was done in this game.)
This item was purchasable for 400 robux I believe. It was also rewarded for free through getting something done in the game. How was this done?
I just played a game that has this choice, (and actually got it this way). You would make a developer product and/or gamepass, and check if they bought it. If they did, you would prompt the free UGC. Thats how most UGC creators go about making it.
Ok. That’s smart, but is there no cleaner, more official way to do this?
No, because you need to let the user buy it. There is no support for making a free and paid version. You can’t force it in their inventory. Only other option is to make 2 Limiteds, one paid one free, but that doesn’t make sense
I think he did it by the “Experience by Place ID Sale Location.”
Here is something from Roblox:
more like 10 milliseconds (seriously, when i refresh every time a ugc limited releases, it gets sold out)
ok, can you show how you got the answer for others who may have the same issue??
MarketplaceService:PromptPurchase(plr, itemid)
Is there any way to get the stock of a UGC limited? I don’t want players to be confused and just see the limited not being able to be bought, but have them realize that the stock is all gone. Thanks!
This topic may interest you:
Short answer: game.MarketplaceService:GetProductInfo(itemId).Remaining
any help on how to make it so when you step on a part, the prompt appears?
local Market = game:GetService("MarketplaceService") -- Market!
--
local debounce = false -- Ony One Per Time.
--
local ItemID = 0 -- Change With Your ItemID
--
function BuyItem(thing)
if game.Players:FindFirstChild(thing.Parent.Name) and debounce == false then -- Check If Player Exists
debounce = true -- Debounce
local plr = game.Players:FindFirstChild(thing.Parent.Name) -- Set Player To The Player Intance, not the name
print(plr.Name.. " Touched The Part: " ..script.Parent.Name) -- Printer, Can be removed
Market:PromptPurchase(plr, ItemID) -- Purchase!
task.wait(1) -- Debounce
debounce = false -- Same
end
end
function PPFinished(User, BuyedAsset, isPurchased) -- Verify Status Of Player Purchase
if BuyedAsset == AssetID then
if isPurchased then -- If Purchase is sucessfull do things
print("Purchase Completed. AssetID: " ..BuyedAsset.. ", Player: " ..User.Name)
else -- Same but if NOT sucessfull
warn("Purchase Canceled. AssetID: " ..BuyedAsset.. ", Player: " ..User.Name)
end
end
end
script.Parent.Touched:connect(BuyItem) -- Buy Prompt
Market.PromptPurchaseFinished:Connect(PPFinished) -- Prompt Output
I still do not understand how I could upload the UGC to Roblox, as an item sold in the game only.
Upload it as normal, but when you put it for sale there would be an option to choose in experiences only.
Thank you for replying! I will need to apply for UGC Creators right?!
Yes, you can do it here. Or you can verify your age by going to your account settings. By verifying you can get access to ugc.
is it possible to get a ugc creator to create a custom UGC, and I link to to my game?
Yes, but they most likely would charge you Money/Robux. Also they would have to link it to ur game, becuase I don’t think Roblox gives people the ability to edit the item. I do recommend they upload the UGC to your group so you can make profits off it.