Packages Phase 2: Advanced Updates [LIVE!]

The ability to do this across multiplace games is key. If you wanted to make your map winter themed, you could update 100s or 1000s of trees or other objects at once. This makes making small changes super easy. The idea of opt-in beta features is great also.

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Sounds awesome!

Also now I have Linkin Park stuck in my head for the first time in 10 years

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It seems like auto-update still requires you to manually go into studio for every place and publish it to get the newest packages on a live server. I was expecting it to update the packages without needing to manually publish once again. Will this be possible in the future, or will the Mass Update feature be the way to do that?

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Very excited that this update came out today!

Sounds really awesome! Canā€™t wait to start using it :slightly_smiling_face:

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I was just looking at the roadmap yesterday and longing for this very feature. Are packages stable enough to use for all my libraries? Iā€™d love to properly utilise them with this new auto-update feature to keep my libraries up to date across all my places where I use them, but have held back from using them for a while.

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Initially, the plan was to add this functionality into Mass Updates. Unfortunately, this could be a very dangerous action, especially for live games. We decided to break out this functionality, and have added this to our roadmap as part of our cloud development initiative.

Thank you for bringing this up. We definitely understand the use cases here. :slight_smile:

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Most Top Devs would recommend to have two separate places for your game anyways, one main and one for editing, at least 2 of them, so updating changes to all live servers wouldnā€™t really be a problem when executed properly

Are we going to get some kind of similar functionality from something Roblox is working on in the roadmap?

We want to make game development as streamlined as possible. The current workflow isnā€™t awesome, so we are always working towards making it the best experience possible.

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This is an amazing feature that will definitely help me out when I realise Iā€™ve done something wrong with something that Iā€™ve pasted a thousand times and need to make a small adjustment. :+1:

Amazing, this will become useful for streamlining development of cross-place development, especially when having duplicates of objects.

Iā€™ll test it later. Hope it will boost the workflow a little.

Looks very interesting, can someone explain what this really gives developers as Iā€™m a bit lost with the whole thing, I sort of understand that if youā€™ve got a model in different places when you restart studio it updates to whatever properties have been set but what if it was like different model positions or something along those lines?

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Cool stuff! Glad to see the efficiency of developing on ROBLOX is constantly improving!

The ā€œMass Updateā€ window prompt says that it is recommended that you close other Studio windows before mass updating. Are there any known issues that occur if you do not do this?

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Are there plans to make packages created in group games go to the group, not the player who created it? I donā€™t want packages from a group game in my inventory. I want them in the group that the game belongs to.

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This is a great update! Iā€™m so happy to seeā€¦

Wait a minuteā€¦ *squints* Is that a new colors menu I see?

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@Rocky28447 Your Packages in the other windows will not be updated.

@Thundermaker300 Yes, that is on the list of improvements we would like to make.

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Great! Now I can create and color characters more easily!

Combining this with Git and other useful tools, this update is very useful to me.

I can now update my framework across multiple places in large games. This saves me a lot of headache and time. Thank :clap: you :clap:! :slight_smile:

I do have a few questions, however.

Say I have a package named ā€œFramework_Serverā€, it contains all of the server-sided components of my framework. I use said package in multiple games. Each game is structured like so:

Game A

  • Place 1A
  • Place 2A
  • Place 3A

Game B

  • Place 1B
  • Place 2B
  • Place 3B

Letā€™s say I update Framework_Server and click ā€œUpdate Allā€ in ā€œPlace 1Aā€.
Again, Game A and Game B both use the same package (they are both owned by a group).

What would happen in this case? Would only Game Aā€™s places receive the update, while Game B does not?
Or would both gameā€™s places receive the update?
And also, how would this work with auto updating as well?

Main reason for asking this is because all of my games use a shared framework. When I update the framework, I need to test how the framework update would affect each game. Each game has its own test servers, where I can test to see if a framework update broke something in the game before I deploy to the ā€˜liveā€™ servers.
If the package updates are pushed automatically to the ā€˜liveā€™ servers (which share the same package as the test servers), I will need to re-structure my deployment workflow as this can potentially cause serious issues if buggy code is pushed to the package without letting me test first.

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Wow this makes so much easier. Thanks again!

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If you ā€œUpdate Allā€ in ā€œPlace 1Aā€ it will only affect the places under ā€œGame Aā€. You will need to open up ā€œGame Bā€ and do the ā€œUpdate Allā€ action again in order for it to affect the places under ā€œGame Bā€. I do understand this use-case, however; and we have plans to make this possible in the future.

Auto-Updating is universe agnostic, and will receive the updates, but you will still need to publish the place at some point as its a change to the DataModel. We intentionally designed these changes not automatically get pushed to live servers. This is subject to change, but we would not change that without an announcement and is not likely to happen soon. :slightly_smiling_face:

I hope this information helps, and that these changes still massively improve your workflow.

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