We’re trying to find a solution that would safely fix all affected aliases but there are some complications. We’re separately looking at whether we can help developers fix the problem themselves without reuploading every affected asset. We’ll post updated information to this thread.
Yeah, I meant that, but I’m bad about remembering that tbh.
Wouldn’t it be possible to simply reactivate the bug, but have the directory be changed to rbxgameasset://scripts/asset? I mean, it’s a silly idea, but it may work.
Of course, it would break any games that have updated their game to the “new” system.
But yes, all of my scripts and images have been replaced with rbxgameasset://
Just to clarify, this happens if you opened the place last night no matter what? Because I opened a place around the start of that time frame and the assets seemed to be working.
If you’ve opened the place before that or if you had Studio opened before that, then you’re safe. Basically if nothing has happened yet, nothing will - no ongoing damage.
I suppose it’s slightly beneficial that most of my code is either within modules or manually copied. I don’t use the in-studio upload feature too often so I lack any scripts using LinkedSource or any assets in general.
While a fix is ongoing, I think that using modules or packages would be a suitable alternative. That is, if packages aren’t affected by this update either.
Only a handful of my assets were affected. I thought that if I deleted them from the project and re-added them that would fix things but it doesn’t seem to have. Any guidance? I don’t particularly want to wait - being tested for featuring purposes today!
If you really, really need it to just work right now and it’s just images, you can go to the Game Explorer, right click the image, and click “Copy ID to Clipboard.” That should give you an rbxassetid:// URL that you can use instead.
This will continue to work regardless of the status of the asset naming issue, so you won’t have to unbreak your stuff again. You can always switch things back after if you prefer to use the human-friendly names.
Just an update on this situation – we are actively working on a solution which will repair all affected games which we are hoping to release before end of day.
This sort of outage is unacceptable and we will provide more details about why this happened and how we will prevent similar issues from happening in the future.
There was a small time window during which any assets you created will not have been fixed. This is because we could not differentiate between assets uploaded with the Bulk Import feature (which incorrectly was not prefixing the linked asset name) with assets uploaded with this particular regression. Adding the correct prefixes would potentially break content created during this time window, which we want to avoid.
If you are affected, you may have to remove the nonfunctional assets from the Game Explorer and reupload them.