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We are excited to announce that we are taking sign-ups to enable UIDragDetectors on select places!
This sign-up enables the feature on PC and Mac clients only.
Mobile devices won’t receive the feature until a future date when we can turn the feature on safely for mobile devices, which we expect would be in 1-2 weeks.
Updated the Experience Questionnaire to include a new Fear descriptor.
We recommend retaking the experience questionnaire by December, otherwise, your experience may be treated as an experience without a content maturity label and will only be accessible to people 13 and older if it is found to contain elements of fear.
Updated experience controls are now widely available to all users, excluding console and VR devices.
The experience controls have been designed to make it easier for your users to quickly access important features like voice chat, text chat, and soon, Party.
We’re thrilled to announce that we’ve rolled out support for 68 endpoints across 6 different APIs, each compatible with API Keys and OAuth 2.0 access tokens.
You can explore the complete list of endpoints in our documentation.
I dunno if this is the place to ask this kind of question, but are there any plans to update the backpack, in a similar way to TextChatService? The backpack has been severely lacking in comparison to other core features, with some of the forced behaviors being frustrating, and I’d love to see an overhaul!
Also, super hyped for the UiDragDetectors, those are gonna be amazing!
In general making a custom toolbar is a lot easier than making a custom chat, and there’s no security / safety concerns involved with backpack / toolbar to require us taking action there.
Any particular things to call out? I fixed the behavior of CanBeDropped a while back which was one of the most annoying hardcoded behaviors (now a custom backpack can handle dropping however it wants).
My biggest annoyance is the fact that the backpack is forcefully cleared when players respawn. Making the backpack save across respawns as of now is really frustrating, as the process is finicky. Devs currently have to either use completely custom backpack systems, or write weird code to save the backpack’s contents and layout. If that issue could be addressed, I would be really happy. Maybe it could be a property of the Backpack and StarterPack? Thanks for responding!
Do we know why Voice Chat is starting on 700 Player Servers as it is leading to our game crashing at this moment. (Yes we have VC and the API disabled)
Basically StarterPack.ResetOnSpawn similar to ScreenGui.ResetOnSpawn? I might check out if that’s easy to do.
Be aware that that would only get you part of the way there because many Tools from the creator store don’t gracefully handle your character respawning. Though you could make it work for tools you were writing.
Maybe an event could be added that fires whenever the backpack would normally automatically reset? That could add some nice possibilities, although I could see those possibilities being adressed with slight difficulty with the CharacterAdded event. But yeah, something like ResetOnSpawn would be amazing!
Backpack instances are removed and added to the player. This event can be accomplished in the following way:
local player = -- your player from somewhere
player.ChildAdded:Connect(function(c)
if c:IsA("Backpack") then
handleBackpack(c) -- your function where you take in the new backpack
end
end)
And in handleBackpack you can detect removal
local function handleBackpack(bp: Backpack)
bp.Destroying:Connect(function()
-- move tools to somewhere so they can be re-parented to the new Backpack later
end)
end
I doubt it, it is now longer to report someone, take a screenshot report or leave the game.
I am always open to change, but why would the old UI that was already perfect would be changed for something that is already difficult to a button leading to 8 buttons ?
I think he means a refreshed UI, this wouldn’t be too hard since it just needs rounded corners, different font, and darker colors, But that new prop would make a really good addition
It’s October, we’re nearing the end of the year, yet there is still minimal conversation as to when the DynamicMesh update will become live.
In a previous thread I had asked if there was any chance we can expect to see a live beta for certain places within the upcoming few weeks / months - I am asking that once more, is there?