Glad this is finally fixed! This has been driving me crazy the past few weeks
When will the fix for game.CreatorId go live?
The game.CreatorId fix should be live now in the latest Studio!
I just took a look after restarting studio but it still doesnt seem to be working properly.
Hm that’s interesting, are you in a published place? The CreatorId for an unpublished place is expected to be 0
I am in a published place yes.
ah rip, does this also happen if you make a new Baseplate place, publish that, and then try printing out the CreatorId?
If it works with the Baseplate/other places, I can try looking into that specific place file if you’re able to send it
i just opened a new baseplate place and launched a local test server, it prints 0 there aswell.
Do you want me to send a place file of the fresh opened baseplate place?
Thanks for the extra info, I can repro it now so no need to send the file. Looks like the CreatorId fix doesn’t work with the local server testing - it should work though if you do a playtest with the Play button.
I’ll look into getting a fix in for the local test server use case + will let you know when it’s live.
Ever since this release, it has made a huge bug in all my games. I use a custom proximity prompt and since this release whenever someone uses a proximity prompt it doesn’t go away. The prompt kind of just stays there and never disappears after.
Hi there!
I was wondering if you have an update on this for me.
The fix should be available in the next release - will let you know once it’s live
Just turned on the fix for this on the latest Studio. Is it working for you now?
It works perfectly now!
Thank you so much!
Hey there again!
I was wondering if you could also apply the fix to offline files (a game which is not uploaded yet or accessed via team create).
I want the logic i use to also work in offline files and i want to be able to check if a player owns my new plugin using game.creatorID so i can make it work in offline files aswell.
Hello!
We looked into it, and it seems CreatorId
isn’t something that’s saved in the backend for offline files. It’s currently only associated with published places, so unfortunately this means we have no way to expose it. Apologies for the inconvenience
Would it be possible to add a way to get the logged in account so i can check if the user owns my plugin or not?
I currently use the localplayer instance in team create only but this prevents the plugin from working in offline files.
Would StudioService:GetUserId()
work for your use case?
I wish it did but OwnsAssetAsync requires a playerinstance rather than userID.
I need to get the player instance or some way to check if the userID owns the asset without the use of HTTPservice since they can circumvent it.
Ah rip, in that case there currently doesn’t seem to be a way to check for plugin ownership in offline files. It seems like it could be possible to add a function to MarketplaceService that accepts userID, but can’t say for sure since I don’t make changes there.
We should def add a way to do this though, since it seems like a pretty common use case we’re missing - if you make a bug report about this, it should route a ticket to the team that can help you