After the user publishes it, will the creator have any control over that package still?
hi @iihelloboy Creators have control over what they let users take out of the experience. But once the user saves to their Inventory, it belongs to the user
and the creator will no longer have any control over the published package.
I havenât tinkered with this yet, but does the thumbnail shown to the player disregard thumbnail cameras?
The first thing I thought about were malicious developers hot-swapping user models to include something bannable, and then using a thumbnail camera to obfuscate it from popup view.
Well looks like Iâll be using this API soonâŚ!
Iâm just hoping that no one will be able to use this in a manipulative way.
Hmm, seems useful for my next project. Iâll definitely check it out when itâs released.
Lets say that im making a building game that uses this API to save their work into their inventory. If the user creates a inappropriate building, does my game get banned for it?
For real. I was working on my sandbox game, and I was thinking of how I would implement a workshop system, like steam where other players can import creations made by other users to use in the game then I happen to stumble across this. xd
Working on building games for the past 7 years, I am BEYOND happy to hear this news today!! I can confidently say this long-awaited feature will be so so beneficial to building games on the platform. For too long, we have been limited in how we can enable our players to create and save their creations, having to cut corners and construct complex systems that are needlessly complicated for the average user to make. But now? ITâS HERE FOR EVERYONE!
Huge huge HUGE hats off to all who had a hand in this, I have no doubt this will revolutionize the platform in ways we cannot even imagine. And of course, a heartfelt thanks to everyone involved. BRAVO!
As for me, Iâm already brainstorming ways to integrate this into my own game and create new experiences for my Little Islanders. The future is looking bright for Roblox, and I canât wait to see whatâs next for in-experience creation.
This is great for development! Now developers are able to use this to create more opportunities for in-game asset saving. For an example: A pet game where you make your own pets, you can use them between Place 1 and 2 (Universe Dog, Universe Cat). Although this is already possible, this could make it simpler. This can also help those who want to have a game made for remixing such as a model-jam where hey have to modify a certain asset. Thanks for this amazing update roblox!
Amazing feature! Iâve wanted the ability to âexportâ models in-game for over a decade now. Really excited to see where this goes!
I think itâs a good idea to only allow trusted players and trusted experiences / developers to export packages. However, what makes someone trusty is rather ambiguous. Maybe account age for players? Maybe player count for experiences?
I think this detail removes a huge amount of potential from this release and makes it incredibly niche where your aim is to create experiences to facilitate UGC creation in a live environment such as building experiences in the past, but without the ability to save and load creations. Essentially; our visitors create in our experiences, take those assets out, and thatâs the end of the story.
Iâm not sure about the full extent of use cases investigated when creating this feature but something I had in mind when I saw this thread was being able to offload cloud storage and moderation for my experiences to Roblox by having users save their builds to their inventory for building experiences and then they can load them back on a new join or take a look around them in Studio with me being able to validate that the package hasnât changed.
Itâs fine if the creator has no control over a published package but we should at least have an implicit ability to view and use those created packages, if not the case already. The same way Roblox has an unrestrictive license to the content we publish to the platform, we should also have that same grant towards the content created using our systems in our experiences.
This is cool, but I have some concerns regarding moderative action relating to packages that go against Robloxâs Guidelines and Terms of Service. How can we ensure that malicious actors are not able to hide away content that is inappropriate or otherwise punishable in a act to get random people warned, banned, or terminated in the process?
If such packages exist, will people who use it (the user, not the developer) get punished or just the malicious developer who created the initial package. The initial post should be edited to include such information, as I believe when it comes to features like this, user account integrity should be the forefront of the conversation. As one unfair ban is one too many.
this is a really good point. especially the history of devs getting players banned in the past with things like bypassing the chat filters
I have a question. If I then also let users import assets into my experience, and my experience gets reported for som inappropriate content created by a user, what would happen?
I hope this will be enabled again soon.
This feature is enabling the user creativity which should be the lifeblood of Roblox.
I hame an obby creator where I would enable users to export the stages they made. Ok, so most of the very young obby players might not have studio, but still.
Hey, just a quick question.
Will we be able to delete/remove items from our experience which are in the playerâs inventory?
For example: My game name is âTestâ and the player saved a model from my game âTestâ. Will I be able to remove that model from their inventory?
Of course Iâm not asking to remove models which were saved from other experiences.
I hope the API can even act like the :RemoveChildren() luau method. Like it removes all models which were saved from my game from a specific playerâs inventory.
If thats already a feature, Iâd like to know as well.
Just one word, Amazing. We can make more complex systems now.
Okay, this is big news and Iâm really excited to see where this feature goes in the future. I know itâs rather limited now, but Iâll be keeping an eye on how it evolves. I doubt saving packages with scripts in them will ever be supported due to the vulnerabilities that could open up, and I donât know when or if the ability to insert packages in other games will be added, but the thought of, in the future, being able to take a scripted object made in one game and place it in another is wild to me. I donât know if anyone else here is old enough to remember those old âInsert Warsâ places, where youâd insert models from your inventory to fight and/or build with people, but I sense this feature could lead to new games like them being made, which fills my nostalgic side with joyâŚ
This sounds like a great update! I personally think another example of this being used is in a house-building game, you can save your house to your inventory, then use it inside your own game.
A quick note Iâd say you should add is the ability to save the package to a group instead of your account.
I believe this may be outside of the scope of this featureâs goals, however I figured I would ask. Regarding importing + scripts, I would love to be able to import playerâs code back into the game to run in a sandbox.
One problem with that then is that Roblox does not provide APIs to read script sources at runtime, or otherwise load scripts (e.g. like with the disabled debug.loadmodule
function). I can imagine scripts having restrictions regarding import or modification of the package by the user, but, I would really really love to be able to allow users to write their own code and somehow load it in my game with my own control.
I ask because at some point I intend to make a game which can be modified by users, targeted at programmers and people who want to get into programming.
I have always dreamed of using packages for this and allowing users to create little âmodsâ and little user packages that they can publish to the Roblox website. They could create complex games within the game that I create and could share their code and their creations with other users. Code within those packages would then be run in a sandbox, and interact with special game APIs designed to be safe to interface with user code.
This feature would mesh absolutely perfectly with my idea given some method to load or read user code safely were added.
Shortly after it was added I figured debug.loadmodule
would be excellent for this because I could run any ModuleScripts in a sandbox by loading them and overwriting their environment with a sandboxed one. However this API has been around for a few years and has not been enabled so I assume that that feature has been dropped. I would love if Roblox could consider revisiting this API in conjunction with this feature and provide a way for games to allow packages with modified scripts to be loaded.
This would be made pretty practical using chlorine which is a script sandboxing library I created. I have been planning to start updating this library at some point and making sure it works correctly in vanilla luau.