When I write these, how should I write these as? Who reviews these Feature Requests? Who reads them other than us?
A Product Manager, an Engineer, a Recruiter, the CEO?
As a Roblox developer, it is currently too hard to …
Have you seen these scripts before?
These are scripts that Roblox creates. To overwrite them, you can just copy them.
The problem is, you need to start a Play Test to have them appear in the first place. Not only that, but you actually need to know where they are.
These default scripts that get initialized by StarterPlayerScripts are not the only scripts. For instance the Lua Character Controller adds something in ReplicatedStorage and sooo… on…
It is an old trend to have to start a Play Test F5. Or let’s say, it is a trend from an older “generation” of Roblox Studio. What if there would be a change that would feel very “Next Gen”?
That’s not the only issue. It is also too hard to insert files from folders into Studio. But there is a fun fact, Studio does it already, but only gives us the option to insert one file at a time.
However, there are alternative tools like Rojo and etc. but this is just about Roblox Studio.
If Roblox is able to address this issue, it would improve my development experience because …
Inserting files without starting Studio is cool and useful.
Ask a few people. Even the person that is on the thumbnails as well. Even nobody ever mentioned it, I saw a thing, and that made me understand that the design of all of it, is annoying.
StarterPlayerScripts in a nutshell.
There are files inside ExtraContent\scripts\PlayerScripts\StarterPlayerScripts
When you start a Play Test in Studio, StarterPlayerScripts will initialize itself and insert them all.
So, what is it doing? It is inserting a Folder with Lua files, that is very interesting! ![]()
Here is the process, roughly.
We have CorescriptConfigurer it does stuff. It finds Lua files in a folder, probably they have to end as .lua in the file name.
After that obviously at some point it needs to create a LocalScript, Script or a ModuleScript. So let’s just call it getScriptInstanceTypeFromName.
So, what would that do? It checks if the file is named .server.lua, .client.lua or .module.lua, etc. a very familiar approach…
And well then, that’s pretty much it, and then you have your Instances.
So, Roblox Studio has the capability and the technology to offer an actual way to insert script files from a system’s folder.
That’s very cool. So… release soon? ![]()
Take these functions and replace them with a “unified” function.
This approach, it is probably not just at one place it is at multiple… would be strange, but a unified function. That sounds cool and optimized.
And then we would be able to insert these default scripts without starting a Play Test, but not just that, any files from folders we want. Even though there was this File Sync feature somewhere.
Okay, so one thing would be solved.
Though going into ExtraContent\scripts\PlayerScripts\StarterPlayerScripts everytime, maybe is still annoying. And there might be more things that get inserted else where… so?
Maybe Roblox Studio could offer a window where you can pick the things that StarterPlayerScripts would normally include or something, and or more.
e.g. load PlayerModule or nah?
Recently there were Avatar Settings, so like, next thing this would be interesting and cool, maybe more clearer, and organized, and you and everyone would have a better overview over all the default scripts? ![]()
Well, that sounds like a cool long-term solution thing, I think, yep.
Actually no, maybe like StarterPlayerScriptsConfiguration or something, and now you can edit what should load and what should not load, so you don’t even have to place empty dummy files to disable things in the first place but ![]()
But then, now we could take that new function that doesn’t exist yet, and make it do the opposite. So that you can select a Folder Instance and export all script related files back into a folder. And then that is super cool and simple!
Yes!
You have to update these things anyways.
