Improving Sharing and Distribution for Models and Packages

Just to check, are the texture and Mesh Ids on the error screen changing between each attempt? Also do you have a ballpark of how many dependencies are in this model.

4 Likes

Are there any plans for integrating the new permission system into InsertService:LoadAsset(). Currently, the game cannot load the model despite having permission access to the model in a group-owned game due to the legacy permission system. I want to be able to make user generated content in real time without giving the user full access to the game, the current workflow significantly prevents this.

1 Like

It would be cool if I could delete old assets that I updated when I was 9 years old

2 Likes

It’s not the same as properly deleting, but you can archive assets. That’s about as close as you can get with that currently.

1 Like

Yes, texture and mesh IDs change on the error screen between every attempt.

For dependencies I’m not sure. Maybe around 50?

1 Like

I use packages a lot for syncing assets across places.
For example to ensure my testing place (without map) remains in sync with another place (with map).

These packages can become pretty big as they contain character models and other meshes like environment assets. I’m not saying they’re 15k big, but they might become that big eventually.

The audio detection is nice, but if that adds a limit like this I prefer it not to be there.

Keep in mind this is only for my own packages. Perhaps it’s possible to not include audio detection for private packages (the creators themselves probably knows best). Just prevent uploading to public if it has more than 15k items.

5 Likes

Seems cool! Granting all permissions to all assets when sharing is real neat and saves time. Lots of free models have sounds that aren’t shared so this is good. Good work!

Interesting updates, but please can you make it so models with invalid audio can still update if they’re still off-sale? I don’t get why it should apply to those as well when the model isn’t for the public. For my game Liquid Breakout, there is a bunch of map models that use different sounds across the store — some no longer accessible due to audio update restrictions, and some audio unavailable, but the issue is, it would take too long or too much manual effort to get rid of each invalid audio. It would be really helpful for us if the checks were only for distributed models.

7 Likes

One of the experiences I develop has its codebase put into a model which is then required by each place in the main experience. This update has essentially halted publishing any updates due to us far exceeding the asset limit.

4 Likes

yo speaking of privated assets

can privated assets NOT have the same behavior as a deleted model?

when you visit a privated asset theres no option to report it at all (unlike unknown error’s page), allowing bypassed stuff on the platform, this is an issue i’ve been struggling with ever since the introduction of being unable to view privated assets or assets created by DEACTIVATED accounts

4 Likes

i cant lie this is really bad for the rcc community.

9 Likes

i know right? like since the new marketplace release, not only has it triggered rcc community but it also has triggered lost media finders community, no joke. nobody will know about audios uploaded in 2010 that were deleted in march 22nd and unlisted in 2024. just like yeehaw.mp3

(marketplaceservice isnt enough :pray:)

2 Likes

One of the experiences I develop as well has the same following issue… We have a game that uses a module that stores everything, assets, scripts etc. We publish this module into roblox and then this asset is distributed into each place in the main experience.

Because of the asset limiting feature - this game cannot be developed further. This update doesn’t consider for multi-instances games that uses a similar feature as we do. Can this be fixed?

3 Likes

game:GetObjects would’ve been a solution but for whatever reason it was disabled and became a plugin security thing :sob:

Experiencing the same issue. It’s 2 sounds preventing me from updating the package, both of them uploaded on my secondary account which has the permission to edit places in my group (my experience is in my group). If I switch to that account to update the package, it instead tells me that I don’t have permission on sounds uploaded on my main account. I’m basically locked from updating my game’s packages.

EDIT: I tried adding my group in the collaborators section for those 2 sounds but the issue persists.

2 Likes

Seem like it harder to publish or update a model for update now : /

3 Likes

When will we get the ability to completely delete assets from roblox. out inventories. We have the right to remove out models/art/ work if we want to

1 Like

this is pretty bad for communities that rely on sharing of public assets for use in their own models… >_>
im glad to see that the restricted images/meshes while uploading a model seem to be a bug but oh my goodness.

this update is already starting to take a toll on communities that rely on asset-sharing and inserting player assets into games, like the RCC. It is basically severing any quick and easy way to make cars and insert them into games as the RCC relies on marketplace model and asset usage. People are already getting models being denied from upload because of these new changes

6 Likes

Just chiming in; this update has caused me a frustrating experience while attempting to publish the packages for a game I work on. It’s both insanely laughable and inanely frustrating that a few sound assets that weren’t uploaded to the group, and were instead uploaded to another developer’s profile, rendered a major package unpublishable, and therefore, the entire project as well.

We also have a package that contains a good majority of the assets in our project, and you mean to tell me that we might not be able to publish that package, that we’ll have to comb through it, like searching for a needle in a haystack? What of all the assets, such as meshes, sounds, textures, things that were uploaded to the profiles of developers instead of our group?

If these changes are already causing issues such as what I listed above, then I am not very confident in our ability to properly retain these assets without having to reupload them or request that our developers go through their own assets and give our game permission to use them (and what of developers that do not work on our game, let alone have any presence on Roblox still)

I understand, and appreciate, that a lot of this is being done in the name of asset privacy, but this is really, reaaaally annoying. A few sounds should not be able to bring a package / model’s ability to properly publish to its knees.

7 Likes