I tried to /e dance and things seemed to be working
Maybe try again and see if it works now.
If you have more information please file a bug report!
I tried to /e dance and things seemed to be working
Maybe try again and see if it works now.
If you have more information please file a bug report!
If you meant in Find the Marker’s one, dev banned because of Catzo’s Laugh clip
I already enabled the new system to see if it’s good. I like it so far because admin still works and it matches the rest of the UI. It has a few minor bugs that have already been reported and personally I think the : should be the same color as the name but other than that it’s great! Thanks for releasing it!
Really cool update, I am trying to play around with it but cannot seem how to change the chat window to be at the bottom left corner?
This update is really good. New UI is only part of it, new exposed APIs that I can mess around with really opens up more possibilities
If I switched to the new chat system and want to switch back how do I do this?
I’ve been waiting so long for this!
Looks so much cleaner and modern.
The chat gui doesn’t disappear when i stop hovering on it unlike the old chat system
Are there a any legitimate reasons as to why coreguis below the topbar are always misaligned? Seeing as newer stuff are still following this trend I’d thought I’d ask. ocd not fun
How do you fork the ChatWindow’s UI as well as the ChatInputBar’s UI?
It’s in CoreGui
now.
You can enable it by going to Studio Settings.
For TextChatCommands
, is there support for commands with multiple arguments?
The new UI is located in CoreGui > ExperienceChat (I think its only there on runtime)
You can support a command with multiple arguments with the following snippet:
TextChatCommand.Triggered:Connect(function(textSource: TextSource, rawText: string)
local words = string.split(rawText, " ") -- words[1] will be the first argument, words[2] the second, etc
-- do the thing!
end)
As @TheRealANDRO said, it was just an example. In reality, if something like this was implemented, there would most likely be a small button for opening the channel bar.
Question about the metadata
parameter on a couple methods (DisplaySystemMessage and SendAsync) for TextChannel. What exactly is it, and how would one fill it in?
The metadata is useful for setting some data in JSON(I think) for the message, for example if you want to tag a person you could set the metadata to “vip_tagged” and then you could retrieve it from the OnMessageReceived event.
But how would one use it? I, specifically, would like to set the colour and font of the message. How would I go about doing so?
You can decide to send an optional metadata with a message created by SendAsync or DisplaySystemMessage.
For example, we set the metadata tag for system messages from our “mute” command to either Roblox.Mute.Info.Success
or Roblox.Mute.Error.CannotMuteSelf
depending on the status of the command. Then our OnIncomingMessage hook for the default RBXSystem channel can color the text of the system message red if it sees Error
in the metadata or grey if it sees Info
.
You could also do this to attach some additional context to a message sent. For example, if you wanted to make someone’s text larger if they were a giant in your game, you could attach a metadata string with each of their messages sent from SendAsync:
textChannel:SendAsync(text, "isGiant")
textChannel.OnIncomingMessage = function(textChatMessage)
if string.find(textChatMessage.Metadata, "isGiant") then
-- make text bold or something
end
end
Decorating system messages is probably a more common usecase and it can be done the same way:
-- you could read textChatMessage.Metadata to color this text based on the reader's team affiliation
textChannel:DisplaySystemMessage(text, "RoundWon.TeamA")
We’ve updated our documentation to include some guides and examples! You can check them out here: In-Experience Text Chat | Roblox Creator Documentation
We’ll also update the original post to include this link.