Reusable easily updatable content is not a metaverse concept lol
If you modify a package and it auto-updates it’ll overwrite your changes. Thats typically unwanted behavior.
Reusable easily updatable content is not a metaverse concept lol
If you modify a package and it auto-updates it’ll overwrite your changes. Thats typically unwanted behavior.
Any videos about this?
Ah I see, so it depends on the situation/user preference. Thanks for explaining.
It just released it’s too early to ask this right now but it’s pretty understandable to understand look at the post I made.
It works with scripts / builds but audio will not play so idk if there is point adding audio.
I always wanted to use packages, but the only one fluke I saw is their availability online…
I must be wrong of course, but can someone basically get to the marketplace page of your package and just get all your stuff like that? If yes, it’s a real privacy concern I’m not ready to look into… I really wanted to use those for obvious easniess reasons but I’m still reluctant to it…
Can someone cast a light on all this? Thanks in advance!
Are there any plans to make it so that when you publish a package it goes live in every place that it’s used in instead of having to re-publish each individual place for them to be live?
Wow, this is amazing. This will really improve production massively. Thanks ROBLOX!
Thank God. I was just having an issue with that a few days ago with the payphones around my game’s map, where I wasn’t able to publish changes because they were seemingly “modified” packages.
Packages in the toolbox are in the “Inventory / My Packages” or “Creations / Group Packages” sections or in the Asset Manager under Packages. The privacy tab in the package details dialog allows you to control access to a package. The design is to enable people to collaborate on packages without exposing all other contents of the place.
So I can create a package:
Then edit the permissions (Right click in Explorer + Package Details + permissions tab):
You can see the asset id 11498290642
, and even go to the library page:
(My Private Package - Roblox)
However, Roblox Studio backends will prevent unauthorized users from accessing the package contents. You can still copy / paste the instances making up a package between instances of Studio or you can save out the parts via Studio and send the RBXL or RBXM files to other users, but it won’t let unauthorized users download the contents of the packages to update them, etc.
Great change. What would be really great now, is if we could commit these changes, even if it’s not the master place.
Will I have to click this every time I open a script in a package or will this get changed in the near future? My entire project is nested in packages across multiple places so having to click this every single time I open any script is going to be very annoying.
Really happy that we can publish experiences without publishing the packages now. That happened to be an incredibly workflow damaging blocker especially when keeping development copies of a place. I’ve had to delve into some bad workarounds without this feature available.
The best workflow would be having the same package assets in both the live and development areas but only shipping finished changes from the development copy to the live. Since changed packages couldn’t be published, we always had to ship changes in parallel which defeats the purpose of a development copy because the live version would carry a potentially broken feature.
A number of my experiences have switched back and forward between using packages and not; they’re a powerful feature but this quirk blocked us on a lot of fronts especially when we do a lot of iteration. One of my experiences stopped using packages and started using a MainModule to inject changes between the development and live versions which is not a practice I support at all.
Thanks!
This is exquisite, I love the changes done to packages recently
THIS. Exactly. It’s just about the only problem with packages. We need a button to push a package change to all owned places.
Definitely a welcome update, my team uses packages extensively and this should really help.
However, this pop-up is going to get really annoying, really quick. Can we disable it, or get a “don’t show again” option?
Nice to see. Hoping to someday see these as a valid parallel to Unity’s prefabs.
Tragically I still cannot use packages because they are not compatible with my workflow. I lock the parts in my game’s static map which means I need to unlock the entire map to make any changes to it (since it is in a folder). I need to lock these parts to prevent unintentional edits during gameplay with the build tool, especially by moderators who have a less restricted build tool. This results in every single package registering a change, which is a horrible mess to fix and not worth the trouble.
Without improvements to studio to let me hold a key to select locked parts anyway, and to have better control over what the lock tool unlocks (e.g. ignore folders and only target models, target specific parts, etc), I will continue to be unable to use this entire feature.
i personally dont know how to use Packages in studio, or why we should use them over models or .rbxm files
someone pls explain
Does it works across games from different groups?
Love the update… A suggestion would be to a merging system for packages. Where when updating all packages, if you have a modified package, it will not delete the modified stuff but merge the new stuff with the modified stuff.
Does this mean the “Publish Whole Game” feature will return? It used to allow you to publish every place in your game at once.
From what I recall, it was removed due to this now-nonexistent Package permutation limitation.
The publish API has an extremely low throttle limit for this use case and cannot be properly automated.