MessagingService Release

Amazing! Thank you for the feature though it is as efficient as Okwo!

10 Likes

Let the replies flood in!

Gonna utilize this for sure, and another fantastic feature from the Roblox team

11 Likes

One of the best new services I have seen added recently.

26 Likes

This opens up a whole realm of possibilities! Thank you!

14 Likes

IT IS FINALLY HERE! :smiley:

16 Likes

Just a heads up to devhub readers - we’re aware of the formatting issue on related API doc pages but it’s going to take a day to update the page. In the meantime, these are the rates (subject to change at any time):

(removed)

Edit: Removed limit information from this post, as it was outdated. Please see the page for MessagingService on the DevHub for up-to-date usage limits, such as the number of messages per game server per minute and the number of subscriptions per game.

65 Likes

YAY! Thank you for this!

9 Likes

I’ve been waiting for this feature ever since I saw it on the 2018 roadmap! Thank you all so much for doing this!

12 Likes

Yes yes yes yes yes!!! Thank you so much!!

7 Likes

The possibilities are pretty insane with this release; this is much more than messages. I’m thinking full game shutdowns from one particular server are possible now, or a sort of live event that takes place in all servers. Well worth the wait :grinning:

14 Likes

Can’t wait to use this. I can think of great possibilities already!

10 Likes

Cant wait to use this :grinning:

7 Likes

This seems really fun to mess with! This is awesome!

6 Likes

This is such a great feature, I can already see games implementing this service into their games.

7 Likes

This will undoubtedly be very helpful to me and other developers! thanks! :slight_smile:

6 Likes

I’ve been waiting for this ever since I saw it in the changelog, can’t wait to use it!

6 Likes

What are the consistency guarantees for receiving messages? If I send a message, how guaranteed is it that it will arrive at all running servers (if the publish request doesn’t throw)? How much can the time vary between different servers receiving the message? Are there any other details there that developers should be aware of?

31 Likes

Very useful indeed. I myself will be using this new feature for before-raid warnings and event setup in my universe. :sunglasses:

6 Likes

Idea: Making cross-server matchmaking with this…
:thinking:

16 Likes

The subscriptions per game universe limit concerns me. The example on the wiki subscribes once for every user that enters the game (real world example being things such as cross server private chatting), but the max limit per universe is 10k, with no per-player scaling. What if my game gets popular and has over 10k players online?

Also, this is super awesome

17 Likes