In-Experience Creation of Packages [Disabled]

How will moderation work here? If a developer decides to hide something malicious or inappropriate inside a model that a user publishes without knowing who gets punished? The developer or the player?

18 Likes

cool but public packages wen

I guess the issue here mainly comes to asset privacy, this would be more powerful than it already is, if the asset could be saved in a way where the user cant directly access it later in Studio, and only in the game it was created in, in ways that we want it to

The easiest solution is just giving us a method that can save an RBXM to a datastore

14 Likes

Smithery Prefabs, here we come!

12 Likes

This is pretty cool, but is there a way of inserting these to the game using scripts? It would be a nice way of storing objects.

10 Likes

What? No, I really do like this update. I just couldn’t think of many use cases, but I still wanted it without knowing I wanted it.

11 Likes

I was agreeing with you, and I thought it was an awesome update as well (forgot to say, lol). Lots of other people were not particularly happy with this update from what I gathered.

10 Likes

Game-changing for sandbox or building-type games. Can’t wait to see how developers implement this feature.

12 Likes

I actually tried Enum.AssetType.Model at first, but it came up with an error with publishing the asset and when I tried Enum.AssetType.Package it worked, must be something on my side.

11 Likes

What a coincide :skull:
I was literally coding a save map script (basically does bunch of instance.new) for workspace for people who make obby maps in my game, I dont know if I should use this now or keep my method :sob:

9 Likes

A package manager such as npm

8 Likes

how would this work for building games containing a set of part styles to make the game have a defined artstyle when a player loads a model from another building game that is purely building would the game have to delete the objects?

9 Likes

This feature has potential to be really exciting! However, it does bring up concerns for security. What is stopping people from creating games that allow users to easily steal accessories from the catalog? Stealing is already running rampant in the marketplace and this feature has the potential to make it a lot easier.

6 Likes

sorry if I’m wrong but isn’t this already a thing with f3x?

5 Likes

On the documentation page it states that scripts cannot be included in the asset

3 Likes

F3X’s export/import relies on an external server outside of Roblox. Once these servers shut down, all builds within F3X’s system will be inaccessible.

3 Likes

Is there any way to set the camera offset for the model viewport in the pop-up (Maybe clamped within a limit)? Tried adjusting the pivot of the model, and using a camera instance but doesn’t seem to work.

4 Likes

Will we ever have an import API to go along with this? Otherwise it’s kind of useless.

4 Likes
  • Allowing the ability to import creations back into an experience.

Will this basically function as a return of InsertService? (In the sense that we don’t need the model to be in our own inventory anymore)

4 Likes

This is cool and all but it would be perfect if you could delete the package you added to your inventory if it was done by mistake or accidental press or generally if you just want to delete it from your public inventory

4 Likes

Hi Everyone,

We are temporarily rolling back the API release to address a few issues. Any calls to the API will not work at this time. Packages you’ve already saved to Inventory are unaffected. The In-Experience Creation Demo Arena is still available for you to try or copy.

We will post an update once the issue has been resolved. Thank you for your patience as we work through the issue and we apologize for the inconvenience this may have caused.

13 Likes