Ctrl + Alt + P
Then I type insert and it gives me the list of “Basic” input object. What do the highlighted text actually mean. It seems to change whenever I move my selection in the solution explorer.
Example:
Selected workspace gives me lots of highlighted.
Okay…so should we be worried when the object is not highlighted?
E.g. why is Model not highlighted here when I click on a folder in replicated storage?
I generally use models for characters or actors. Which…kinda need to be replicated unless you want the user to wait 10 seconds for a car model to load over the network.
It’s fine if there isn’t a set of rules I just want to know if there is a reasoning behind this system.
The highlighted instances are part of the general list of recommended objects for the particular place. Edit. You can disable highlighting display/hide non-highlighted objects in the three-dot menu (top right corner).
Click detector is not highlighted in ReplicatedStorage, because it would better fit into a base part or a model etc.
I don’t know why you would be worried about any of this. The recommended list is meant to help you with organization and general distinction of what normally belongs where. As you said, it does not introduce rules and highly depends on your game architecture.
StarterCharacterScripts exists though I still leave the place of any of my own scripts while handling everything elsewhere.
I don’t know for certain, but it definitely is one of the most common places we stores models. After all, it’s the only proper storage for anything that has to be shared among all clients while not being rendered in workspace.
Considering Part is not highlighted in ReplicatedStorage either, I’d say it’s a sort of reminder that no parts cloned into workspace on client will be replicated.
On the other hand, Script is highlighted in Workspace, although it’s generally best to have most lua source containers in ServerScriptService, ReplicatedStorage, StarterPlayerScripts…
Well. I am not exactly worried just really want to know why. I’m not worried yet. I always go with the logic that there is “always a reason for something and nothing”. Sometimes small imperfect details like such annoy me.
Okay that was my first assumption. But it doesn’t explain why Actors are not recommended in ServerScriptService. Or does it? Also, clicking on the meatball menu only allows me to remove the “unrecommended” objects.
It doesn’t stop me from developing I just really need to know why it is there in the first place.
Thanks for your reply. However, it doesn’t seem to have…fully…answered my question.
Awkward The Matrix references aside, it’s a good logic to go by, especially in research. Of course you’re not worried in the sense of stress, I shall probably rephrase.
I cannot speak for Roblox engineers, however, I believe the recommendation is still meant for general orientation with organizing and easier picking of the appropriate objects in a list. Definitely helps approximately determine appropriate locations rather than setting any strict rules.
Recommended locations arguably cannot be perfect, and they aren’t meant to be either.
Why would a folder not be highlighted in ReplicatedFirst? Or a ScreenGui despite ReplicatedFirst being especially useful for loading screens?
Why would no base part in ReplicatedStorage be highlighted outside a model?
Why won’t any UI elements be highlighted outside of containers like ScreenGui? Frames won’t be highlighted standing alone.
Why won’t models and base parts be highlighted in ViewportFrames?
I wouldn’t know about the Model particularly - which is used in ReplicatedStorage all the time, even in Roblox templates, as it’s the ideal choice -, but the overall answer likely lies in subjectiveness when it comes to different principles and game structures.
I don’t keep any scripts in workspace (at all), so for my personal use and most people’s use relying on single-script architecture, they don’t have to be highlighted there.
Not sure if Actor is highlighted anywhere. The documentation still labels ServerScriptService as one of the appropriate containers.
I hope this helps expand the previous reply. I’m sorry if this is still not elaborated well enough. Apart from current and former Roblox employees, we aren’t really qualified to give any official answers not based on observation and speculation. Maybe a staff member sees this thread.
No. Honestly. you are probably right here. I think it may just be something that Roblox just haven’t really looked closely at. Actors are a “relatively” new class so yeah it might be that they just haven’t.
It’s just something a staff member would be able to answer really. Honestly, I would appreciate if anyone could shed more light on if this could be at least updated to better reflect the current use of the object types.