‘/’ Chat Box Input
Currently, whenever a PC player uses the ‘/’ shortcut to open the chatbox and begin typing, the ‘/’ is also inputted when it shouldn’t be.
Bubble Chat
Bubble chat has also been affected by switching to TextChatService.
Animations are not functioning as expected. When the last chat bubble disappears, it doesn’t smoothly fade out like the rest.
I’ve received many reports of chat bubbles disappearing too quickly (within a second of being sent) for players or not showing up at all. This is extremely damaging to my game and should be looked into immediately.
Using ‘game:GetService(“Chat”):Chat()’ for NPCs is also buggy too. I’ve had many reports of these chat bubbles not showing up at all for players. Although this isn’t all the time.
Everyone using TextChatService really needs these issues to be looked into. I’ve been sending in reports (although I don’t have access to #bug-reports yet) and have waited months for these issues to be fixed, and they haven’t.
This needs more attention. I am tired of bugs being introduced to the chat system on a weekly basis, and I can do nothing about it. The slash (/) bug is particularly annoying.
Another bug has also been introduced where two colons (:), with the same color as the player’s name, appear after a player
's name in the chat after someone has chatted (it is only supposed to be one colon, colored white)
Example: Player:: Hello, world!
There should also be an option to disable the voice chat bubble that constantly stays over your head. An active icon located at the top left of the screen, where most of the Roblox core features are located, would suffice.
We’ve recently updated our docs and tutorial to contain more information regarding TextChannels, are there any more documentation you’d like to see regarding TextChatService?
Since system messages are sent within the context of the receiving client, is there a reason why selectively sending system messages is not sufficient as opposed to trying to retroactively filter already sent system messages?
forcefield/all|message/“I’m about to explode”|explode/me|message/“Phew, I had forcefield!” …
considering its very unique, overloading nature I recommend using OnIncomingMessage to parse the string, or create a separate TextBox for strings like this and use SendAsync to send the actual string message to the appropriate channels. I understand the increase in complexity but one of the reasons the architecture has been streamlined like this is to clarify pipelines between sending messages and binding commands.
For example, if a user reported a particular message and we had to evaluate "forcefield/all|message/“I’m about to explode”|explode/me|message/“Phew, I had forcefield! …”, understandably this would not be the most comprehensive message to evaluate/moderate especially when we’re trying to understand the context. We wouldn’t be immediately aware what string was actually rendered to the client and what was the command, because of its very unique syntax.
→ We can only process 1 command at a time.
We’ve chosen to approach with a simpler, easier-to-use architecture prevalent in many messaging systems (messaging apps, some in-game chat systems in other games, etc).
→ We require a new instance for every single command: this doesn’t seem like an improvement.
This is consistent with the architecture from above and for code sanity it may be best to bind the same callback to the various Instances (consider the instances as containers holding just the aliases). For example, in the Triggered event you can have a function called “ProcessAllCommands” and you can have all the events call this single command and have a single function that processes all instances. This way you have all the aliases visible in the Explorer while from the code there is a single switch-like processing place for all commands.
→ We can only have 2 alias per command - why so restrictive?
Are there any notable examples of 2+ aliases per command commonly used in other instances? We’d love to take a look at them and see how that may fit into the current architecture. In addition, how would 2+ aliases be bound in a Studio/Explorer/Properties panel friendly way? Strings separated by commas? Tables? We’d love to hear any feedback as this was a major design consideration for us as we tried to prioritize ease of use and simplicity to bring accessible development while trying to balance customizability.
We understand you have a very rare and unique command overloading system and recommend some of the other approach described above. We’re aiming to maintain the integrity of messages sent from clients to the server, so we want any modifications to the actual messages being sent and shown to other clients to be explicit and intentional from a developer’s perspective for the sake of the safety of users (ex: a user typing “hello” and developer code parsing this and sending a different message that includes profanity, then we know it’s by the act of a malicious developer as opposed to a bad user).
Channel tabs are non-existent.
We’re continuing our development on this and are currently finalizing UI/UX for the tabs with consideration for some of our other future features for the in-experience chat UI and TextChatService.
Inability to use TextChannel:DisplaySystemMessage() from the server.
We introduced this architecture so developers can be explicit with messages sent to each client. As you are well aware, Roblox has to accommodate a wide range of users needing to follow a variety of set of policies (which is why we offer TextService:FilterStringAsync and PolicyService to better serve appropriate policy-abiding content to all of your users). For example, a particular system message might be okay for a certain age group but not okay for another, younger group. If we made this function server-sided then it is more likely messages may be not appropriately served to users while considering different policies. I understand the increase in complexity from the developer’s perspective (as you need to add a RemoteEvent to trigger DisplaySystemMessage on the client from the server) but we brought this architecture to encourage better practices of user-specific and appropriate messages (and also to consider other needs such as user-region specific, localized system messages, of which processing would ideally be done on the client-side based on each client’s needs).
Inability to have a non-player speaker, thus the inability to send messages from the server.
We’re currently working on a more formal, streamlined set of APIs to better accommodate this need. Thank you for your patience as we continue to work on this.
No documentation on how to create a chat channel. I had to figure it out on my own.
We’re planning on working on a separate TextChannel usage article when channel tab work is finished, although we did recently add more higher-level documentation for TextChatService as well: In-Experience Text Chat System | Roblox Creator Documentation.
GetService(“Chat”) is deprecated and no longer being actively maintained. However, as you may be aware from my recent responses to other messages here on this thread, we’re currently working on a more formal, streamlined set of APIs to better accommodate this need.
For the colon issue, are you changing anything about the PrefixText and/or modifying the message through our modifying API? Also, is this for legacy chat or TextChatService?
Considering the scattered nature of the replies you’ve decentralized in various posts, coupled with the time that has passed since some of your feedback, I think it would be best if you can consolidate some of your most relevant replies in the linked post for clarity!
When making a new message with the “/” key, it gets added into the chat message. This has never happened with the old chat system, and i’m wondering if there is a way to fix that? There should be a video attached that shows the problem.