Hello, again.
Late last year we released Packages. This feature changed the way you reused assets and as of today you will be able to use our latest Packages features, Auto-Updates and Mass Updates. Packages is one of the most powerful features we have ever released in Studio, and it continues to get better with the introduction of these latest enhancements. Let’s get into it.
Beta, beta. (Packages Phase 2 is no longer in beta )
This feature has officially been released to everyone and this step is no longer required.
First, I would like to introduce a new way for you to beta test upcoming Roblox features. By heading over to File → Beta Features, a new dialog should appear that will allow you to opt-in to all these juicy (in-progress) features.
Some of you may notice that option is not there. After a brief beta period of our… beta feature… feature(?!) we will be enabling this option for everyone. In the mean-time you can run over to this post to enroll in our Beta program to get early access. The length of time a feature will be in beta is determined on a feature-by-feature basis. Now onto the good stuff.
Auto-Update, everything.
Auto-Updates is a powerful addition to the family. Auto-Updates is configured at the Package copy level under the PackageLink object. Once enabled, your Package will be automatically updated as soon as changes are published to your Package including Packages that are in different Places across your Game.
There are two things I would like for you to keep in mind with this feature:
- Auto-Updates is not available for nested Packages. This is due to how we currently handle modifications of Package copies. We want to address this in the future.
- Auto-Updates do not persist on inserted Package copies. Auto-Updates is off by default. This means that if you publish a Package copies modifications to the cloud version of your Package, it will not persist the Auto-Update boolean.
Now, I’d like to show you Auto-Updates in action:
Mass(ive) Updates, everywhere.
Begin your quest by right-clicking the Package object in Game Explorer and using the “Update All” context option. From there you will be able to update all copies of your Package across your entire Game.
B O O M.
Once again, Mass Updates will not change nested Packages. We understand the use cases here and want to address this in the future.
Stop, hammertime.
Since November, the awesome engineers working on Packages have managed to slide in a couple of improvements that I would like to highlight as well.
By popular demand, you are now able to undo local modifications to the latest copy via context menu option.
We also decided it might be a good idea to allow you to revert to an older version of your Package by implementing a simple version history option in the PackageLink object. When you revert to an older version it will mark your Package copy as modified and you will have the option to go back to the latest cloud copy or publish changes to make that previous version the latest.
Don’t forget to check out the Packages DevHub Article to learn how to use these incredible new features.
In The End
All of this starts with one thing, our team. I would like to give a massive shout out to @lll_xyz, @IcyTides, @billlipeng, @twberg, @iriszh, @RoxyBloxyy, @CycloneUprising, @Regal_Corgi, and @qmasterman. I don’t know why, but they moved at a blistering speed to deliver this incredible feature.
But of course, it doesn’t even matter how hard we try without your incredible feedback so keep that in mind and please drop it in the thread below.