We’re sharing this week’s recap a little earlier, ahead of the long weekend. We announced some exciting betas including a new Input Action System, Haptic Effects, and UI Styling. And, we added new features to our recently revamped Ads Manager. Check out our updates below!
Remember - we keep information at a high level within these recaps. For more information or to leave feedback, please comment on their official announcements linked below.
We’re thrilled to bring you our new abstract Input Action System (IAS)! This new approach to input provides you with several new instances you can use to connect to input actions and arrange bindings across platforms at edit time.
Those, combined with contexts, allows you to easily configure and edit an input system in your game and make sure that it’ll work on any device
We are happy to announce the beta release of using Open Cloud via HttpService! This feature lets you more conveniently call various Open Cloud APIs from within your experiences directly with Open Cloud credentials, without needing a proxy.
UI styling is a Roblox-native feature that lets you declare and globally apply overrides to UI instance properties.
We’re launching multiple APIs to define and apply UI styles and a no-code Style Editor built into Studio that allows you to globally manage UI styles & themes.
We plan to run an experiment that fills in missing translations in experiences, with the goal of improving playtime and retention for international players.
Once the experiment is over, we will share the results with the community.
Creators can now create ad campaigns that will work to retain or re-activate users that have lapsed from gameplay.
Creators can now add targeting parameters to campaigns set up in the new flow, enabling ads to only be shown to users on a certain platform or within certain geos.
We have made upgrades to our pacing algorithm to reduce the prevalence of traffic spikes.
In this spotlight, we chat with Chainsaw Man Director Ryu Nakayama and the Studio Mayflower team on how they built their new Japanese horror game including yokai spirits, the creepiness of inns, and their zombie weapons of choice.
Man, so many updates this week. I hope they continue putting out amazing stuff.
—— I rate this week: 5/6
This week was pretty good but I really hope they improve the new input action system and work on being able to share large models. The Haptic Effects update was really cool and the Ui styling was really super awesome.
—— Topics I feel should be checked out:
I like how they want to improve the input system, but they did miss some important things in the initial release such as you are currently unable to bind mouse clicks or touch clicks which means you can only bind keys and no click. But I believe it can get better over time.
Yes, we need to take into account that it’s a new feature; new features are likely to be improved on the future. So our job is to share thoughts and ways to improve it
My bad, I didn’t really explain it. There were 6 updates:
New input Action system
Open Cloud via HttpService Without Proxies
Improving Sharing and Distribution for Models and Packages
More Ads Manager Upgrades
Haptic Effects
UI Styling
I didn’t like that they added a 15k asset limit to sharing things so took away a 1 rating. But would be a 8/10 if based out of ten. Maybe a bit higher for the epic Ui styling update.
I have got to say that experimenting a little more with Game Design moving away from just programming and going more into overall design, Roblox Studios changes are very exciting to be honest, especially the comments which I ran into earlier today. The new ad system is amazing, and overall I believe there are many different changes coming for developers that do actually really improve your games stability.
Without hesitation, I believe it is easier than ever to get your game out and viral, especially if you have the energy and funding. Thank you Roblox!
I have enjoyed the release of the new Input Action System and UI Styling. I don’t have much to say on UI Styling since I haven’t tried it that much yet but the new Input Action System is a huge game changer!
No longer do I have to deal with messy if statements to determine inputs or deal with messy code to enable and disable inputs depending on the context. With the new Input Action System I can easily map keys to what actions I want and enable or disable contexts on the fly. This is also super helpful for making menus work well on keyboards and controllers. I absolutely love this update.
One suggestion I can make is to disable InputContexts that are descendants of another InputContext that is disabled (or make it so that you can toggle this behaviour on the parent context to fit everyone’s needs). This would be really helpful for more elaborate UI that features multiple contexts (such as a context to navigate the UI of a dealership, and another that handles inputs for a “photo mode”). This eliminates the need to manually disable every context under the parent context.
In terms of future updates, I’m looking forward to UI drop shadows, UI blur and more (and maybe custom) fonts.
That was a great week of updates! (Sorry, I’m a bit late to this)