The ones on the website are served from something like tr.rbxcdn.com with a hashed path so it’s probably not a very friendly URL. Best to stick with the rbxthumb one.
Yeah I’m wondering if they change the base url off the params or whether or not its a new endpoint that fits all. This is important for external web stuff!
Will it ever be possible in the foreseeable future to generate/render our own size for our own individual needs just by inputting a custom width and length?
I’d like to use more power to number of 2 formats such as 32,64,128,256 especially in the context of avatar related images for a more flexible scaling system. I can easily think of some use cases where a 16x16 image would be used in a chat for example. A 64x64 image in a leader-board and a 128/256 image in a flexible player stat system.
Not to mention, I’ve always been strongly instructed to use power numbers wherever possible in textures/images due to the reasoning below and I’ve always heavily agreed with the reasoning that power of 2 based images improve performance in general. I previously did some simple 2D based sprite designs for an old indie game studio they loaded considerably quicker than some wild number such as 66x63 that was being used previously.
This is the prefered API as it batches thumbnail requests together so it is more efficient. We have no plans to deprecate :GetUserThumbnailAsync right now. If you want to check if a thumbnail is ready or not, using RbxThumb right now may be slightly more complicated than :GetUserThumbnailAsync as you would need to use ContentProvider:PreloadAsync with the callback function parameter.
I’m really hoping this is either intentional or hard to fix, because I don’t want to waste my time writing string.format every time I use static rbxthumb:// urls with a variable ID, and then have to comb through and remove them all if they update it @.@
What does the [color=lightpink]"Asset"[/color] thumbnail ID represent? Catalog/library thumbnails or something else? At first I was guessing regular decal image IDs but now I doubt that.
We just shipped an update that improves the retry logic and allows arbitrary parameter order for RbxThumb, let us know if you experience any problems with this.
I’m not sure where the best place to post this is, but since this is relatively new I guess this might be the place, please let me know if I need to change anything.
I believe this endpoint is causing my game problems loading the image assets, and since my game heavily relies on textures it’s confusing lots of players.
This only seems to be happening on the Roblox player/client outside of Studio, but loads fine in Studio.
Here’s a few of the strings I set the Image property to.
rbxthumb://type=Asset&id=3221744058&w=150&h=150
rbxthumb://type=Asset&id=2850700004&w=150&h=150
rbxthumb://type=Asset&id=3398665608&w=150&h=150