I was just going to write a command system (outside of chat) for debugging, but I might actually integrate it into the new chat. It would be really nice if we could see a list of commands as we’re typing it with similar ones, along with the description and parameters, then Roblox could give us each parameter when one is performed. Very promising and clean!
On other notes, I did really like the option to be able to resize the old chat interface on PC since I’ve always liked to enable it when possible since the default scaling usually bugs me. Is there any chance we can see this added back, possibly as a setting? Heck, maybe even if you just have a small invisible dragger to the bottom right, like Windows has for scaling windows. I know we might end up seeing this if it does get added like many of the older settings (as mentioned), but I’m not too sure.
I’d typically complain for it no longer being under PlayerGui since I sometimes use it to customize the interface deeper for settings that may not be provided, like adding rounded corners on the existing one, but I’d likely create my own if it’s that important to me. On the upside, I do enjoy PlayerGui being a bit cleaner by default!
ps: It would be nice if the scaling was clamped past a certain aspect ratio, so it won’t be so extreme on wider viewports - like it does feel a bit too long by default in my studio window.
I have this UI set to overlap the chat, however it isn’t overlapping how I want it to.
LegacyChatService did get overlapped. I know I could just disable chat until the game is loaded, but I would like to see this fixed for games that don’t really get updated anymore.
Edit: Disabling chat didn’t work in my ReplicatedFirst Loading script. What I mean here is that you could still see the chat window.
game:GetService("ReplicatedFirst"):RemoveDefaultLoadingScreen()
local StarterGui = game:GetService("StarterGui")
StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Chat, false)
-- Visuals for loading screen are here
-- When loaded
StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Chat, true)
One of my biggest gripes with the old ChatService API was that muting a player in the “All” channel didn’t mute them from being able to whisper chat directly to someone. Even if you muted them in individual channels directed to someone specific (which were the ones used for whisper chats), there would be nothing stopping the other user from just typing “/unmute [speaker]” to unmute them. Hopefully, this new TextChatService has a better solution for this!
This wouldn’t work
Roblox would have to have archived and saved the scripts for all their previous chat systems and modules. On top of this, the older ones would be less likely to work correctly now because over time new features, instances, functions etc have been introduced and old ones have been deprecated or changed
They don’t have to rip it straight off from the previous years, they could just make it customizable so that it looks like the year, or atleast have presets for them.
Thanks for the reply! The TextChatService version won’t respond to SetCoreGuiEnabled at the moment. The more straight-forward way to hide the chat for this loading screen would be something like the following:
local TextChatService = game:GetService("TextChatService")
TextChatService:FindFirstChildOfClass("ChatInputBarConfiguration").Enabled = false
TextChatService:FindFirstChildOfClass("ChatWindowConfiguration").Enabled = false
We decided to start exposing the API this way to make it easier for developers to understand and use the API. We will consider how this feature interacts with SetCoreGuiEnabled, I think it’s valid since other platform UI respects this!
Knew this was coming for a while and had been playing around with it.
Can we please get GUI customisation on the level that we had with the old one, its cool to see the old ChatService libraries moved over to the C++ side with these instances, but it’d still be nice to completely overhaul the GUI.
I imagine the challenge here is how you allow this customisation without allowing exploits such as the infamous making people say things they didn’t.
If you are looking for an easier way of hiding the chat, I would recommend adding an .Enabled property in TextChatService. That way, it would make hiding the chat easier for newer developers.
sure, it’s cool. But I prefer to write my own text commands rather than use the roblox default one. It opens up the door for more customizability for me.
Also, you can’t filter messages like you would with the lua chat system.
Really seems like a decent change, but a bit useless at the same time.