How to check if the player is using the Windows 10 version of roblox?

A while back, I made a post asking about rbxencryptedasset id, because I saw it in the console of the bloxy awards game. Well, that post kinda died (and got removed, I’m guessing roblox might’ve found vulnerabilites in it maybe?) But someone who had good memory private-messaged me, like a month after a made the post, talking about the voice chat game. He told me he found a few things in the creator of the game’s inventory. He had some models with some simple instructions. One of them said

local AudioFile = "rbxencryptedassetid://1818" --Normally a proper ID would be put here,
										   --but due to security concerns players will need to make their own.
local Sound = Instance.new("Sound",workspace)
Sound.Volume = 10
Sound.SoundId = AudioFile

And the second one just had a coment.

--Audio Driver
--Lets audio be encoded to playback in Sound format using rbxencryptedassetid://

He thought that it converted binary into a rbxencryptedassetid, and then they could bypass the moderation.

Oh wow, would’ve never guessed.

Thanks for proving me wrong.

Pretty sure the person uploaded that to troll others.

A way of getting a players platform is using local Platform = UserInputService:GetPlatform()
However this can only be used in corescripts (I don’t know how to bypass)
Then to get their platform (depending on which one you want) check the api-reference

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You probably couldn’t check if the client has Windows 10. But with the voice chat game, they used the Windows app version of roblox instead of ROBLOX Player. That could bring some creative ideas.

I could not say this is 100% correct but checking for UWP with Platform could tell you if it is roblox windows, as Universal Windows Platform (UWP) is what Windows 10 use to develop universal apps (that run on windows 10)

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You cannot accurately detect which platform a player is on (with the exception of console, which is the only platform to use the ten foot interface, to my knowledge).

You can, however, check things such as the TouchEnabled, MouseEnabled, etc. properties of the UserInputService, in addition to screen size, which can help you to make a guess, but bear in mind people could be playing on a touchscreen PC, a phone with mouse and keyboard connected, etc.