I must ask - what exactly is the whole point in packages if you still have to open up each place and publish it manually?
I expect that my game will still function after mass updating a package, one that my game’s core framework relies on. However, after adding a new module script, updating the package, and requiring the new module in my framework, all places that weren’t the place I initially updated broke. Meaning I still have to do the same tedious task of opening up all 30 places just to update one package.
Packages should function identically to linked sources, where when you publish an update to it, all places in the game get the update without having to go into each place to publish the updare.
Perhaps this glaring issue will be fixed in the next update of packages and I hope it does - otherwise packages will be a useless feature.
I am not sure if it was reported already, but seems that editting the package’s scripts is VERY VERY laggy. Whenever I remove the “package”, it works good again.
I have to agree with this. Using one module in 10 separate places right now and I often forget to update it and end up troubleshooting something that is too obvious for half an hour.
Somebody once told me that Packages were amazing
They are the sharpest tool in the shed
But you couldn’t access it because it was in beta… betaaaaa
In the shape of an E on your forehead its now available for you.
Well, keep the Packages coming, and they won’t stop coming…
I think I understand what this is, if it is what I think it is, it’s definitely a welcome feature.
Building etc will be so much more easier to change colors etc. Will this also work with resizing things as well?
Edit: seems to be a bit different from what I thought of after watching the video clip.
So I take it’s for multi place games that also has to be published, and not a necessarily a tool for building.
I don’t know much of anything about packages, so it’s all new to me
I know it’s rarely used by developers, but in relation to places dynamically created using AssetService:CreatePlaceAsync, will “Update All” push out updates to these places too?
On another note, I’ve been having an issue where local files get stuck at 85% loading. After sending the corresponding .rbxl files to fellow devs, I’ve concluded that this might be due to issues with packages, as the following error always pops up on problematic files:
It’s important to note that in all cases, I am the owner/creator of the aforementioned Packages.
I can’t seem to find anything on this, but how can we use this in conjunction with Rojo? Ideally, I’d like to have a source place with just the packages that I’d update using Rojo and then push mass updates from that place to all the other places. However, Rojo destroys the PackageLink for all my scripts when synchronizing to Studio.