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.
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.
Will we ever have an import API to go along with this? Otherwise it’s kind of useless.
- 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)
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
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.
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 haven’t 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 I’ll be using this API soon…!
I’m just hoping that no one will be able to use this in a manipulative way.
Hmm, seems useful for my next project. I’ll definitely check it out when it’s 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? IT’S 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, I’m 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 can’t wait to see what’s 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! I’ve wanted the ability to “export” models in-game for over a decade now. Really excited to see where this goes!
I think it’s 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 that’s the end of the story.
I’m 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 hasn’t changed.
It’s 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 Roblox’s 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