Integrate TextChatService:CanUsersDirectChatAsync or TextChannel:SetDirectChatRequester API to Comply with Settings

How forked do we have to fork the LegacyChatService for it to be considered forked?

Anything that doesn’t update with Roblox’s chat (ex. placing all of the scripts in Chat in studio so roblox cant load its own)

Will games that aren’t open to be played but haven’t enabled this feature be taken down? I don’t really want to have to go through all old games for this…

I wasn’t calling it a bad change, I was suggesting something they could add to it.

Also, the message system I was referring to works with an inbox system, not a real-time chat. Does this service support that?

2 Likes

My game doesn’t use Chat, but is there a way to entirely disable roblox’s Chat Systems completely, such as deleting ChatService?

Also, TextChatService is VERY easy to bypass, practically anyone can do it (see: a literal baseplate.)

Not to mention when I chat at low fps it sorta just kills itself when you press enter, legacy will wait for everything to type then send the message.

1 Like

image
so basically no more custom "retro"ish chats (and pretty much any other custom chat) for games like retrostudio, never let roblox cook again

edit: ok so thanks to some people explaining me, i found out i am not forced to switch completely to textchatservice i just gotta make custom chat messages go through textchatservice

Hey, please fix the moderation behind this system, I got banned for using default roblox chat.

Am I doing something wrong? :joy:
image
image

Is released and enabled two different things?

5 Likes

Getting the same error working on a full port of LegacyChat, this is odd to say the least. Nothing in the documentation is referencing this error or why it could error, and the error messages makes me believe it is simply not released yet…

1 Like

It’s probably because of local testing. User IDs -1 and -2
Saying this without testing now. Might be wrong.

In the span of like 2 months, there’s already going to be 4 resources (one of which is mine) like this. Shows how bad the thought process of requiring the use of TextChatService really was, when removing Legacy Chat without something that looks like it.

1 Like

I tested it in a live game. Still got the same error message

Perhaps :SetDirectChatRequester() needs to be called before using :AddUserAsync(), however I’ve testing that in local testing and it didn’t fix anything, perhaps it would work in a live game, but I highly doubt it. The two apis to two different things (:SetDirectChatRequester() doesn’t return the TextSource, or anything for that matter)

1 Like

Is there any update on enabling TextChannel:SetDirectChatRequester? I’m unable to fully move my game over to TextChatService as I need to be able to create private channels for players to talk over the phone with.

Can we please see the ability for this API to be used for players not in the current game-server?

This change currently threatens to remove functionality in quite a few games given this limitation.

Wouldn’t party chat already fulfill this purpose?

That’s a platform-level chat and can’t be integrated as easily with other in-experience functionality; afaik it also requires players to be friends with each other.

Aren’t they planning to fully remove custom communication systems in the future anyway though?

If you are referring to the TextChatService requirement policy, I also have a different feature-request addressing that; this policy goes into effect earlier though, going into effect at the end of this month.

1 Like


The error message has been updated. I am pretty sure I tried using :SetDirectChatRequester() before adding the TextSource in my past attempts at getting it to work, but this probably means it works now, hopefully. I’ll be trying it out

1 Like

Thanks for letting me know!
However, I don’t think this is the case. I remember setting the requester before adding people, so this might not be it.

1 Like