WebSockets Support in Studio is now available!

Finally, This feature was added for Telling the local host server to continuous screenshot frames efficiently for recording Moon Animator at the constant frames. But only in studio

Will it support sending and receiving binary data (buffers) in the future?

This is obviously useful for moderation purposes, but can also be useful for hosting events, and may allow for more creative events in the future. Something like this, from an architectural perspective, will allow for me to have centralized communication and control of servers thru one server, allowing it to basically act like a host, and therein allow for me to create some rather fun, synchronized world events, and do a lot more fun stuff with how each server can possibly interact with another.

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We are writing to strongly advocate for the implementation of publicly accessible WebSockets on the Roblox platform. Please, add this feature—we truly need it.
Implementing native WebSockets would significantly benefit the platform, most notably by reducing the load on your own servers. Currently, developers are forced to use workarounds that simulate real-time connections by sending a massive volume of HTTP requests. These “fake WebSockets” create constant, unnecessary strain on your infrastructure. A true WebSocket implementation would replace this inefficient polling with a single, persistent connection.
This would be a major step forward for the development of Roblox. It would unlock a vast range of new possibilities for live data transfer, enabling more complex, responsive, and interconnected experiences that are currently difficult or impossible to create.
Thank you for your consideration.
Sincerely,
Pegasus Bot Creator

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Hi!
I’m a developer of external software providing tools like remote configs, telemetry data, external matchmaking and transactional databases for game wide market places, all of which is hosted on globally distributed custom infrastructure using a bunch of kvm servers.
Being able to send live updates for actions such as updating remote configs is a huge game changer and removes the need to periodically refetch and checking for data updates manually.

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is there any limitations on send payload size?

a greatful developer. thanks for helping polish roblox community.

Hi Catargo,
There are no direct limitations on the send payload size! Creating many/very large strings may be problematic, but no more than in other contexts.

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Hey, will it be released to live games? If it is, how will it connect with the owner’s localhost? I don’t really understand how WebSockets work, but is it even possible to connect Python code to a live Roblox game?

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Websockets are effectively like remote events. They can be fired in both directions on the fly and with little overhead. It’s a bit of a simplification, but that’s the general idea. If it were added to live games, then yes, it would be possible to connect Python code to Roblox games; however, it does not look like Roblox is intending to add.

That said, immediately following my previous post, I would LOVE to see this in live games as well. Since it hasn’t happened yet the functionality is there, I have to assume there’s a reason, and would love some insight into this. Is it an issue of limiting? I know that HTTP Service has a maximum requests per minute limit, and I can imagine this being relatively difficult to implement for websockets in the live game, but that’s just speculation.

Is there any insight we can get into this decision?

I’m part of a dev team that works on a bowling game. There’s a roblox group that hosts sanctioned tournaments and live webhooks would be wonderful for real time scoring and management that doesn’t require someone to be in game to monitor. Classic HTTP service polling would quickly jam up the rate limits.

They’ve mentioned in other posts (and this one), that they’re looking into adding it into real experiences but want some usecases for why people would need them.

I’d suggest looking into cloudflare tunnels.

Oh thats easy
Admin panels are one use
Plus stuff like better discord bot integration

cloudflare is so SLOWW like oh hella slow
my friend on germany its so FAST

Assuming you mean run python code on your computer, and connect to the live game server, what you could do is just set up a proxy server of some sort (nodejs, python, etc) to act as a middleman, have the game server connect to the proxy, then connect your python code to the proxy as well, and have all messages routed back and fourth.

This will work if they release WS to live games.

Server selection systems that connect to an external VPS for server data.

Hi! It’s a really nice addition to the engine. But I was wondering, If a WebSocket call is made in a Studio PlayTest (not in live experience but the “Play” mode in studio) will the call go through or will that silently fail as well? Any information on this would be highly appreciated!