Insertservice:LoadAssetVersion has the tendency error with "Asset not trusted for this place"

@lvyachao

The user 2329817062 is our game holder, it owns the game and also has ownership the models I listed above as it has these models in its inventory.

This is a bug because whether the model actually loads is seemingly random.

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At a second look, this feature update looks promising, but unsure what we should do until then.

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I agree it’s confused behavior and seems buggy and i feel there is some misalignment for expectation… today, only official supported asset type which has good privacy support is only audio and video Asset privacy | Documentation - Roblox Creator Hub.

Model - there is some old legacy permission logic for this asset type, which might be misleading and confused people, and we are fixing it, like i said above, the expected release of fix and extend support is early April.

Goes back to your question, the user 2329817062 does not has ownership of this model technically… the official owner of 12741011292 is user 167134349(i.e., @Ethan76167 ) . They can see it from their inventory does not means they has the owner - i agree it’s confusing though.

We will plan to fix those as much as possible in our next release anyway and we are also hoping to release it sooner.

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if your really need make it work before our release, you need duplicate this model, created by user 2329817062, then it will works…

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@lvyachao I feel like there’s a level of misunderstanding.
To reiterate the user 2329817062 has the model (12741011292) in their inventory, as they have purchased it.

When loading the model in game, the majority of the time it successfully loads, but occasionally it fails DESPITE meeting the requirements to load.

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This sounds promising, but I fear as we will still be using InsertService me @Crazyblox will continue to face this issue until it is addressed.

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this model is not showing as purchasable for me…https://create.roblox.com/store/asset/12741011292 - 404 means it’s not listed in store

re “occasionally it fails” - i think we need more debug log from your log files to identify why it fails…

@lvyachao
The model not being purchasable or not shouldn’t be a factor here.

I should still be able to load these assets without encountering the Asset not trusted for this place error, as I can join a different server and hope it loads there.

There’s heavy emphasis on RNG here if it loads or not.

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Sorry i got a little confused now. If the “asset ownership via purchase” is not working some time - that’s a different story, i will need to reach out to that team and check whether it’s a bug over there - since yes a user should be able to use that asset if they purchase some asset from the store.

I’m confused by “why it’s not a factor here”. Would you mind double confirm user 2329817062 has purchase model 12741011292 from creator store?

The reason it’s not a factor is because both ours ( @Ethan76167 ) and @Crazyblox 's games automatically purchase models using a webserver. Users submit their assets to our system, and the server automatically purchases it, in which users may then re-privatize their asset. This is often done to prevent others from using the assets in their map, and only allow its usage in our game.

The user ( @TRIA_OS ) has access to that model, as it was submitted to our automatic system.

These models normally, do load. It is a rare, unusual occurrence that must be fixed otherwise our game cannot function 25% of the time.

@lvyachao
Yes the user 2329817062 (@TRIA_OS) has purchased the asset 12741011292 from the creator store.
Asset purchasing works as intended, there’s no issues here.

This issue stems from InsertService occasionally failing to load in purchased asset.

“occasionally failing to load in purchased asset” the error showing is always “Asset not trusted for this place.”, right? this error message means this user don’t has the permission to use this asset.

However, since the “Share function” has not enabled for model, and “purchase from creator store” is the only reason we allow that user to use this model. So we will look deeper to see any bug when your request happens, any issues for the user creator store ownership checking.

A side question i also has is why a model is purchasable without “distributed to creator store”. But that might be a question for other team.

Ivy this is categorically wrong and I have implored for you to double-check this functionality in a previous post, and I have stepped back since I wanted to let @Ethan76167 explain it in verbose detail.

However, you are fundamentally not recognising that we do not have the means to debug this faulty behaviour and can not provide you with logs because all we have access to in regards to the API is either a successful return with the asset’s DataModel or an error message with a provided response; the provided response is returning an incorrect message which is implicit of the owner of the experience not owning the asset.

Fundamental Key Points:

  1. Model creator uploads model and temporarily enables public distribution.

  2. Model creator submits automated purchase request for game owner. Purchase request is handled by game owner’s external webserver, returning success if purchased via web APIs.

  3. Model creator disables public distribution as automated purchase request has been validated. Public distribution is disabled as to protect asset from being purchased by accounts other than the game owner.

  4. Model creator can now load model into game via in-game requests that directly call onto InsertService.

Given the above points we should be in agreement that the game owner should be able to load the specified model asset ID, since they now own the asset and it is in their inventory.

The bug is that despite qualifying for being able to load the asset in, the 'Asset is not trusted for this place' error is being erroneously provided when we have ensured that we have followed correct procedure for said asset to be loaded into the experience.

Flood Escape 2: Community Maps ( Which has used InsertService via this process over 7-8 years ) has not had this issue occur once until recent history, corroborating with @Ethan76167 on his own game, which is why I am confident that the fault is not on our part.

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Hi thank you so much for those detailed information!
Yes i totally agree likely it’s some backend issue, i am thinking the cause might be related to service which hold the source of truth which return wrong/unstable result, and i need some time to further investigation, thanks!

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Thank you so much for coming back with new info on this, and thank you for looking further into this issue :pray:

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Thank you for persevering with us, good luck with your investigation!

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3 minors things to check to help me debugging:

  1. The Ids you provide me above is assetId not assetVersionId, right(e.g., 12741011292, 8559494055 are the assetId) since you mentioned you are using LoadAssetVersion
  2. when this error happen since i assume you were using this with: Local Play test while your sever side scripting is running or Team Create play test?
  3. Since you own such thing in the inventory, will you see same error if you just static insert it in studio with drag & drop?

@Ethan76167

@lvyachao

  1. Yes the ids I’ve provided are assetIDs
  2. These errors come from a published Roblox game
  3. I don’t experience these errors when inserting in studio via drag and drop.

Putting my two cents here because I’m getting the same bug.

I’m working on a custom avatar system, and it appears that it works when a player types the ID into a textbox, but it doesn’t load.

I have set up a series of prints to pinpoint the issue. The ID itself is fine, you can apply it manually, and it saves into our datastore, and exports properly to result in what would’ve been typed, but the moment a datastore-sourced ID is used, it’s suddenly not trusted in the place.

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Hi, i was not forget this thread, but somehow i cannot reproduce this issue and our logs didn’t provide useful data points.

In the meantime, just want to sharing this new update Expanded Sharing for Assets - #7 by ChasingSpace

which might help your situation instead of rely on get it from store then delist to “share asset”