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

As I stated before and will say again, please dont moderate people who forked the chat in the past.

I dont know which games I forked it in.

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I agree. Roblox should have grandfathering policies. E.g. Something like “Experiences created before [DATE] are exempted from this policy change.”

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I can’t miss the opportunity to voice this:

Enabling the new TextChatService, in any capacity, will grind my experience to a laggy halt. There are significant performance issues when dealing with many players, StreamingEnabled, non-standard characters (particularly without a Head) and Persistent characters over long distances.

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You’re leaving us in the dark on how to migrate!

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Does Chatted still work? Since I’ve heard posts talking about how it’s not very compatible friendly with TextChatService.

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According to this, messages from admin commands don’t count as a “chat” so it doesn’t need to go through TextChatService. But it still has to be filtered.

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It definitely isn’t friendly. I don’t know how can I check if player wants to directly message somebody, because there’s no variable that says so. Let me consider the fact I cant listen to specific TextSources speaking compared to Speaker API of L U AChatService.
It’s so limiting I swear.
Chatted should still work, but you can’t tell if player is trying to whisper to someone else.

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I would assume that by the time the migration deadline hits, TextChatService will be fully up to date with both the legacy chat and also have additional features that lets you do things like this

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fortunately, people will not get moderated, and the game will not be taken down.

VERY UNFORTUNATELY the chat in all those games with forked systems will all have their chat disabled :frowning:

then again… I cant think of any games that use legacy chat service anymore off the top of my head
JToH does i guess, but it can be ported over to the modern one quite easily
maybe murder mystery 2? i cant remember what that games chat looks like

it is what it is i guess, i dont really use chat features all that often though, i am more of a “make pseudo-science evolution simulation” guy, so i have never actually delved into any sort of game styles that include messing with the chat service or anything like that

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Roblox has confirmed that there will be no moderation action unless there is evidence of creators deliberately bypassing the new chat system.

For games that have not been migrated by April, first they will attempt to auto-migrate, and if that doesn’t work, then they’ll disable the chat, and if that doesn’t work, then they’ll set the game to private until the creator has migrated it.

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i don`t know how to use textchatservice

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Surely Roblox wouldn’t announce an API twice without it being available either time right?

Ha… ha…

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More seriously: I know that 650 is released but I cannot update Studio. :sad:

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TLDR Do I need to change anything in any games that use the legacy chat or the new chat

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I understand why this change needs to be made, but there’s a lack of per-channel customization that impacts my ability to use TextChatService. My problem is that I’m developing a direct message phone conversation system, very similar to Roblox’s own example:

yet even though the messages go through a custom TextChannel, there is no way to disable the following for individual text channels:

  • messages going directly into the default TextChatService UI
  • messages being displayed as bubble chat
  • new message indicator next to the chat icon appearing/increasing
  • default TextChatService UI window flashing because a new message was received

I understand that you are allowed to use completely custom UI with TextChatService, but I want to use both TextChatService’s default UI and the phone conversation system at the same time. Currently, I’m using OnIncomingMessage to make all messages from the phone conversation channel an empty space, which prevents default UI messages and bubble chats from appearing, but it doesn’t prevent the other two problems. Personally, I believe it should be significantly easier than this by adding a “NoDefaultDisplay” property or similar for each individual TextChannel.

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TextChatService is pretty similar to the old version. Here’s a few steps to start using it!

In your Explorer window, look for TextChatService in the drop-down. In this image, it’s highlighted.
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From there, look at the Properties tab and see what the value of ChatVersion is.

  • If it says TextChatService, it’s already enabled
  • But if it says LegacyChatService, click it and switch to TextChatService.

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Now you’re using the new version of chat. Sending messages by typing works basically the same as legacy chat. In terms of programming, Roblox has a documentation site that explains how to program and create further. For more info on how to use TextChatService, check out this article by Roblox, which explains how to customize your chat.

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If you did not customize or modify your chat system, all you need to do is migrate to TextChatService (check your Explorer), or else Roblox will attempt to do it for you in April.

Your players won’t be disrupted by the auto-migration unless:

  • auto-migration fails (chat would be disabled in that case), or
  • any custom or modified functionality was implemented into your chat system.

Worst case scenario (without taking any action), your game is set to Private until you can migrate.

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I heard from an engineer that 650 windows studio was rolled back - so that’s probably why you can’t upgrade.

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-- Why does CanUsersDirectChatAsync return such a bizarre table? Is this intentional?
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-- The API isn’t very clear about this response, and straight up doesn’t seem compatible with the example code given.

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-- Just… learn how to use it.

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I understand the need for this update in order to keep it more organized and have better control over the filtering system. However, could it be possible in the future to add a feature where users can interact across servers? This would be useful for in-game direct messaging or feedback systems.

Some games such as RetroStudio (shown in the screenshot) are having to remove their user messaging system as well as in-game creators being unable to have feedback systems, which results in a loss of usability for the game.

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