In-Game Emotes Menu

Can you guys design the UI for this like you did with the chat, where you can play solo and copy it, then fork your own copy by just changing the raw code and overwriting the default one? I think this could be useful in some games, but it’s certainly not a feature the majority devs want to see in their games unless they get to implement it themselves (I don’t think).

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If you fork the module (which I recommend more than using it’s API: works with topbar off, lets you control the keybind/topbar icon, etc.), you can specify however many emotes you want

I believe the UIs are done by different teams, but yes, that is a pretty big problem

Step 1. Copy it from CoreGui.RobloxGui.Modules
Step 2. Make a few changes
Step 3. Disable the default one
Step 4. Profit???


Dangit I just added a complicated emote system to my game. At least have an option to disable it.

I appreciate the fact that Roblox is adding new content consistently and qualitatively, but this really isn’t it. I do agree with the other developers saying that this will impact monetization. I think emotes, in general, should be left for the developers to work with independently.


Personally I disagree with Roblox trying to go the “Fortnite route” of things. Especially with the recent R-Thro update, and this combined, it does NOT fit the Roblox theme. It seems like such a rash decision made for the sole intent to hop on this bandwagon, and honestly, it disappoints me. Roblox would rather destroy their design consistency than just be it’s own thing.


Adding on to my previous post, this style should also be applied to the thumbnails of the emotes on the website and in-game emote wheel. Even though we know this is a Roblox character, it just doesn’t fit in with the rest of the thumbnails on the website.
As a side note for the emote wheel UI: It would be nice to remove the fade and outlines, make it look simpler like the rest.


Hey developers,

We’re actively reading your feedback, and now we’re going to address some of the common points we’ve seen so far.

  • Giving developers notice
    We did not intend for this update to be disruptive to games and we believed our notification timing was appropriate, we will take the learnings from this and in the future look to give developers a larger heads-up on developer-impacting updates such as this.

  • R6 support
    R6 is part of Roblox’s identity and legacy. Unfortunately, it’s a serious drain of our resources to create features that are continuously backwards-compatible with R6 now that R15 is the dominant choice for both players and games. With that said, new Emotes likely won’t be compatible with R6, but the default emotes will be staying.

  • Other platforms have Emotes, too
    Allowing players to express themselves using animations and Emotes has been an aspect of multiplayer video games for a long time. Roblox itself has had many Emotes for several years (such as /e dance1-3, /e wave, etc.) - this is just an expansion of that collection and an easier way to access them.

  • We overrode the ‘B’ key
    This was something we thought would be fine, but turned out to be quite inconvenient; a key that wasn’t intrusive - but after briefly enabling the menu, we became aware that this wasn’t the case. We’re working to give developers all of the tools we can to ensure that the Emotes feature is compatible with all Roblox experiences. Additionally, we’re going to remove the hotkeys (both the ‘B’ key and DPadDown) for this feature’s future release.

  • Roblox’s focus
    Roblox has many different teams, usually working on different things at a time. A lot of features are smaller parts of a larger project. One update being released does not mean that any resources were taken from other updates or that we’re neglecting something else in favor of expanding our Emote feature.

  • Monetization
    Roblox releasing a feature that has the potential to make money does not necessarily take that ability away from developers. Our drive is to push the platform further towards increased user-generated content and less Roblox-generated content. Preventing developers from making their own Emotes would be contrary to that vision. Further, the primary purpose of Emotes is not to make money, rather to provide a fun way for players to express themselves in-game.

We hope this post helps to clarify some of the confusion and negativity. We did not intend for this update to be disruptive and we will use this situation to ensure that future releases are communicated more effectively and considered more thoroughly.

Developer Relations


Main question about monetisation though:

  • Will Roblox be selling emotes?

Other than that, great response.


Based on the above post, unlikely. But could be possible.


Update sounds great, thank you!

I do have to ask though, because it’s a pretty decent claim: Can we get some statistics regarding R15 being the dominant choice amongst players and games?


I expect we’ll get this info and more at RDC US.


This is something you could just look at yourself, based on how many avatars show R15 and what games are using R15. Detailed statistics are a different topic but getting a general sense of how this is applicable is not difficult at all. Most top games use or force R15, for example.


I believe they even provide an easy API for us to override their emotes with our own custom emotes while still using the universal emote menu. Which would mean they likely aren’t going to be selling them, since it’s entirely likely that a great deal of games will introduce their own emotes unique and relevant to their own experience.

It would be frustrating to purchase Roblox emotes only to have them overwritten in so many games.


@railworks2 @ElliottLMz
From these two quotes, I believe they will, however, the reason for this feature isn’t for roblox to make money out of it, but rather to give something fun for players to carry with them to all games.

I personally like this feature, Players restart their experience in every game and pretty much have nothing every time, this way they can buy something once and get to use it everywhere.

In order to have customers who’ll be willing to spend on your product, you need to make them happy. Even though you didn’t get R$ in return, you got a happy customer who’ll come back and play your game even more, potentially inviting their friends as well.


How would making emotes backward-compatible with R6 “a serious drain of our resources”? Couldn’t Roblox make separate emotes from R15/Rthro that are compatible with R6?


If that was the case, I hope developers could get a % revenue if purchased in their game (if this will be an option in the future). I doubt they would be complaining about that.

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Developers get a commission of all purchases made in their games.


How will monetization be used for future focus, such as new emotes?

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If anyone were to volunteer to making R6 variants of these emote animations, would you work with them towards bringing the emotes to R6 for this feature?


Your suggestion is exactly what they’re referring to. Doing everything twice and making the ability for the game to automatically switch which content it provides is a drain of resources.

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Well, they could make R15/Rthro emotes first, then, after a while, make them supported with R6.
In short: Focus on making emotes for R15/Rthro first, then make some emotes supported for R6.

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