ROBLOX should Add an Empty Template

Like Unity and Unreal, ROBLOX should allow us to create an empty template. No scripts, no player controller, no camera scripts, No built in features that some of us wont need in our game.

Complete empty template, we code our own character controller, our own game from scratch. It should be optional and be located alongside the existing templates.

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so…the default template we already have?

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There are templates called Baseplate & Classic Baseplate?

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They are asking for a template without basic things like character controlling, camera movement, etc.
All of these things come bundled with all templates.

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this would not work well

i dont think anybody would use a completely empty template considering theres already templates with a fully usable camera and player controller

you could just code these anyways. games like parkour reborn, robot 64, and several other platforming games use their own fully custom controllers. pretty sure some shooters ive played use custom controllers too

and it would be best to have all those built in things in case people do need them

and anyways you could get pretty close to this by opening a baseplate template and deleting the baseplate

hell unreal has built in controllers in some of its templates

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Roblox loads it’s controllers on Runtime. I doubt this would be possible without a lot of modifications to the existing systems.

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i could be wrong but cant you just disable characterautoloads and remove the playermodule and playerscripts

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I’m talking from a Roblox Engineer standpoint. Having a dedicated feature for developers to load/unload scripts may require modifications and I doubt they would actually go through with this. Although, I’d be really glad if they do as this feature is really great. It prevents the useless scripts from loading.

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For the camera stuff, it should be as simple as setting CameraType to Scriptable by default for that template. It wouldn’t be that hard I think.

As for characters, it’s the characterAutoLoad being false, but also that’s not great UX if you add a StarterCharacter and don’t see it work. Mild difficulty of loading if there’s one (name of StarterCharacter).

The PlayerScripts with movement and whatnot, that also seems like a Boolean to me. A simple option somewhere in a Service like StarterPlayerScripts or whatever, that doesn’t load said scripts, seems mildly difficulty to me.

Overall not too complex in implementation. There’s a not of nuance though I’m sure. Especially if people use a Humanoid or not and a bunch of other bits of technology.

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@CraX_573 @conwaytaylor no. these already have player, camera, more build in scripts that run behind the scenes and are unneeded for some games

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Why should i have a script that disables all the other build in scripts every time someone joins and resets?

I never said about removing the other template. I give more options not limiting

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i never said anything about either of those

i said that its probably better to keep all built in things within all templates on the off chance that theyre all needed, and its already possible to code in your own controllers separate from roblox’s built in ones

all you have to do to get to your suggestion is, open a classic baseplate, delete the baseplate, set the cameratype and movement modes to scriptable. doesnt require any scripting either

which means there would be no point in adding this since roblox templates already have the ability to do just this, minus removing some less used built in things

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I dont want to write a script to remove a script that is also changing the characters runtime, and i have to fire it every time from the beginning, there is no downsides of having an empty template. You can start with the built in templates i want empty template

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If I’m explicitly choosing to use a template that doesn’t have the built-in character controller, avatars, etc… then that’s on me as a developer to enable the ones I now need if I later believe I do actually need one or two of those. This idea that Roblox should be babysitting and handholding developers when they shouldn’t be is absurd.

ReplicatedFirst - LocalScript

game.StarterPlayer.StarterPlayerScripts:Destroy()
game.Players.LocalPlayer.PlayerScripts:Destroy()

wowzers
also it could destroy roblox’s new topbar but idk if this is patched or not

I would imagine its as simple as if checking a property from the C++ side. (I thought it was controlled by a Lua script but I guess not).

The real issue is getting something like this checked in takes weeks, as you need to make sure everything else in your code base correctly handles an Instance no longer being there on init, even though its probably 10 lines of code max