[Live] Changes to Game Passes

Test purchases in Studio do not appear to fire any of the new events which makes testing gamepasses frustrating.

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The event appears to fire fine for me: Repro.rbxl (14.0 KB)

Can you verify that it works in this repro file? If it does, can you create a minimal repro file for the new events not firing and attach it to this thread?

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Over the last 24h Iā€™ve been getting A LOT of messages and wall posts about gamepasses not being added to their inventory, but them losing R$ on it.
Anyone else? Iā€™m using the new gamepass features, and they worked for about a week before this issue started occuring.

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Itā€™s likely their purchase didnā€™t actually go through, player reports are always terribly worded and confusing.

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I bought the swords in your ninja game yesterday. At first I thought it wasnā€™t working because it took 15 seconds between when I clicked ā€œbuyā€ and when the game pass dialog showed up. Once it appeared, everything worked fine, but I was surprised.

Related?

Unrelated, that ninja game is really fun.

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In testing (both local server and online) I donā€™t get that delay, so maybe it was an anomoly? (I prompt for purchase via remote event + serverscript)
I am using the new GamePass features since you canā€™t use the old system anymore.

btw, glad you love the game :smiley:

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Hi, just one question.

How can I get the Image Endpoints for the GamepassId.
Previously, with the AssetId, I could do
https://www.roblox.com/asset-thumbnail/image?assetId=4365935&width=420&height=420&format=png
But now, I cannot figure out how to do it using these new IDs.
Thanks.

@RuizuKun_Dev appears to have the same issue as described in this thread

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It has been filed as a bug internally. Thank you for reporting it!

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Disregard, I was being dumb and didnā€™t connect the event properly (what a surprise). Sorry for the late reply.

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I found another bug. I sold a Game Pass to another game inside of my game and I got the commission, but on the sales page it showed a link to something completely irrelevant.

which leads to Coolest Brick Around! - Roblox

but itā€™s supposed to lead to Rainbow Trail - Roblox

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Inexplicably tons of people have been messaging me about their gamepasses not working
The server does a check for the gamepass upon re-entry and adds it to their inventory if itā€™s missing.

Itā€™s been working for ~3 weeks and all of a sudden since a day ago or so itā€™s been inconsistent for some reason. People buy the pass but never get their items, even when they re-enter.
And itā€™s really hard to figure out why this is happening.

EDIT: had a live test of someone buying a gamepass, it seemed to work fine then. I think people are rarely being charged during high traffic and not actually receiving the gamepass on their profile, when thereā€™s really nothing I can do about that.

Re-entering the game essentially ā€œrecreates the inventoryā€ by checking a bunch of things, so it might not entirely a saving malfunction (to my knowledge! Iā€™m still trying to get in contact with people who told me about the gamepass glitch and push them for more info)

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Any update on this? Iā€™m trying to get the image of a gamepass, and using :GetProductInfo() returns a 0 for the IconImageAssetId.

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Iā€™ve been getting this error today:
MarketPlace:UserOwnsGamePassAsync: Parses invalid JSON: Data may be corrupted

I havenā€™t updated anything gamepass related lately. Is this on my end or API?

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How does it show the USD icon next to the robux. Is that a plug-in?

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I got this error yesterday too.

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Could you provide a test place that can reproduce this error? Thanks.

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Iā€™d love to. But this bug does not happen 100% of the time. So I canā€™t provide a test place where this bugs is reproduced. Itā€™s like when the datastores fail, it only happens occasionally.

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Iā€™m still getting this. It only happens like once per 5000 sessions so itā€™s not a big problem but thought Iā€™d share the pseudo-code anyway:

local PASSES = {
	["Speed"] = {
		id = 4596243,
		price = 100,
	},
	["Radio"] = {
		id = 4596250,
		price = 250,
	},	
}

for k, v in pairs(PASSES) do
	if MarketplaceService:UserOwnsGamePassAsync(uid, v.id) and player.Parent then
		-- stuff
	end
end

Message: MarketPlace::UserOwnsGamePassAsync: Parsed invalid JSON. Data may be corrupted

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I can also confirm I have this error too. Iā€™ll try to make a repo, however it has a seemingly-random chance of happening.

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I am also having some issues with a parse error. It is completely random and I donā€™t think a repo can be made.

image

This is the line that is affected, player.UserId is correct and the gamepass ID is also correct.
image

This really needs to be fixed so that I donā€™t have to indulge my market scripts in pcalls!

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