New Studio Beta: Attributes!

The Attributes can only be used in Studio until they are fully released. We intend to fix any major issues reported during the beta and will then release them so you can use them in published games.

3 Likes

YES, finally we no longer have to add a bunch of values!

1 Like

While seeing how fast this was, I almost died.

6 Likes

We’d like to have Attributes UI support in Studio for all of the types we support. This information is quite useful in figuring out what types we should focus on next.

10 Likes

When will attributes be enabled in-game?

1 Like

Not really considering they are still widely used for leaderstats and in other places and attributes still doesn’t support same values that valuebases do like object values. So I doubt they will deprecate them anytime soon without addressing these issues.

thanks Roblox for getting this out, my game has masses of db data and as such have been using instances of modules for class based data. This new Attributes system, will make my coding much more structured and easier to understand LOL. Keep up the excellent work

Tables : For those that want Table, for now i use String in json format then convert to and from string to table using “HttpService”. So would be good to know the max string value possible

1 Like

It would be cool if instead of the label “Attributes” we could make multiple with custom names, so that you could easily sort large amounts of attributes.

image

13 Likes

Guys anyone know what security this thing follows? It looks Replicated and you could simply changes these values on client

now this is sick. but i have a suggestion!

instead of using things like get attribute set attribute etc., you guys should make it work like script.parent.AttributeName = something etc.

or have them both idk ¯\__(ツ)_/¯

7 Likes

I 100% agree here, but I feel like if InstanceName.AttributeName was practical, they would have opted for it instead of the get/set methods that we’re getting. My guess is that there are limitations that would have made this kind of implementation either very difficult or impossible without reworking other things.

6 Likes

Oh my god.

This is incredibly useful, thanks so much

Thank you!!! I have been waiting for these for a VERY VERY VERY long time!!! I can’t wait to replace my ModuleScripts that act as a configuration with these new attributes!

This is a really, really cool feature… My only question is when will custom Instance functions be supported. I would love to be able to create a function in a script that could be accessed through an Instance. This could be accomplished via tables, but we don’t have those yet either.

1 Like

It’d be cool of we could make subcategories under the conventional attributes section. That way you could separate attributes based on their function. For instance, a sword could have a category for damage and a also category for moves.

Also, we need attributes to support CFrame and Objects! A lot of the time I use CFrameValues to easily save CFrames but attributes would clean that up big-time. I also use ObjectValues a lot and attributes seem like they’re perfect for holding references to certain instances.

Apart from that, I’m excited to see where attributes go

6 Likes

No, please don’t change the nil behaviour. Checking if an attribute is nil is way easier and cleaner lthan pcall-ing. If that behaviour is really needed, another method (or an argument to the function) should be added that makes it error.

3 Likes

I can’t believe it. It’s been such a long time since attributes functions were added to studio. I can’t believe it now became a beta feature. They are going to be so usefull in oop.

1 Like

I suppose the dummy object in Studio would be a configuration folder, or folder? In the past week, i’ve needed something like global attributes that could be accessed by my whole game to offset the typing speed or delay settings. So I setup a configuration folder, right under Workspace.

The nice thing about just setting up objects under a configuration folder is the objects are more visible… using this new attributes system buries them under the “Properties” window. Which is fine… but its just a new way of doing the same thing as creating a Folder or Configuration folder, it seems.

If attributes are going to be under an object, maybe the object should have some sort of marker or flag next to it indicating that attributes exist, otherwise we may not know, right off hand where a developer we’re collaborating with has put them, without first going to their scripts.

1 Like

This has to be my favorite update right after the output window (might even be my favorite one over all of them). This is so useful and can help with a lot of scenarios. Thank you for this update, it was much needed! This is truly a good start to 2021 with this new update, and I can’t see what the future holds. Thank you to everyone who worked on this! I can’t wait to see the final release.

Awesome! Many developers like myself have been dreaming for this to get released :smiley:

I think your suggested methods FindAttribute and WaitForAttribute would be great additions.

I also think it would be good to have other methods such as the following:

  • FindFirstChildWithAttribute
  • WaitForChildWithAttribute
  • GetChildrenWithAttribute
  • GetDescendantsWithAttribute

Also, I am curious as to whether changes made to Attributes on the client side would be automatically replicated to the server or vice versa? Is it solely based on the replication of the instance?

7 Likes