Why package sometimes duplicate instance, we use package for ScreenGui and scripts, we use auto-update, publish to package and update to all place, maybe because team creation and different members in different place when we update?
My biggest thing with packages is that at the end of the day, theyāre just models. I canāt prevent my devs from simply ungrouping them and losing all the package functionality.
This is also something that gets me too, as someone who has a game that has MANY sub places that use the same assets & game systems, having to go through all of these and re-publish just to get package changes is annoying.
I wasnāt able to reproduce the issue I experienced, but if I do, I will file a bug report.
Though I will say, I find it time consuming and annoying to have to Publish, select another package, click Update All, and then wait about 5s for the Studio to finish updating the packages. I wish there was an option that allowed me to Publish & Update All with one or two clicks (depending whether the confirmation modal is enabled), and it should take less than a second.
I really wish nested packages functioned as you would expect.
You canāt change the AutoUpdate property of nested packages, and if itās set to true, it still doesnāt auto update. Youāll have to manually get the latest package (without an issue) instead. As an added bonus, itās hard to find these packages that need to be auto updated because the icon doesnāt show if the package was collapsed in the explorer. Not even a plugin can fix this because PackageLink properties are not scriptable!
Wally + VSC may be the solution to this problem, but this is not builtinā¦ and Iām not a fan of VSC + Roblox because of how it overcomplicates game development.
Please consider fixing this (one of many) problems with packages!
Syncing aside, one of the things about Packages that I seem to not understand is how engine replicates them. Say, we have a tree which consists of 10 Parts, and the game is about exploring forest. As you would expect, there would a lot of trees in the forest, thus there will be a lot of Parts that has to be loaded on to clients. Since I believe engine handles Packages same as normal Models, clients will load all 10 Parts for each tree in the forest, which doesnāt make any sense bc these trees are all the same; instead it should load Model's rotation and position values, lock Partsā properties and their relative position and rotation values. In my mind, my take makes sense, but as far as I can think of it, Meshes are actually better for this task - engine will download texture, model, etc. only once, and Mesh is a single instance, which theoretically requires way less resources when used in larger quantaties.
But I found a use for Packages, I have some basic functions (usually related to math) stored in a ModuleScript that may be used in different games (or in empty templates to quickly add some functionality to it). But for models? Nah, I would rather use meshes
I like packages, iāve been using them for a few years now. Really handy and they allow you to update your games more quickly and efficiently. Sort ofā¦
I just cannot stand how long mass-updating takes. In a game with a dozen places, mass-updating one single package becomes frustrating. It takes literal minutes for me, and I have to do it for multiple packages. Rather than doing that iāve just decided to enter every place manually and use the get latest version button. Takes only ~10-20 seconds per place, but still not a very efficient method. I assumed it was because Roblox also saves the place after updating the package, but thatās not the case cause it still takes just a few seconds for me to save a place, making a manual update overall faster than a mass update.
Besides that, mass updating allows you to update only one package at a time, and in a game with multiple packages it turns into a problem very quickly. Itād be amazing if there was a specific menu that allows you to pick not just the places, but also which packages to mass update. Imagine you have 5 types of trees and all of those tree models are packages: now imagine having to mass-update every type singularly and between different places.
The icing on the cake would be the possibility to mass publish places: mass-updating packages and then mass-updating places would be a massive improvement when it comes to pushing out experience updates. Itād make everything so much more efficient (than it already is). Could be added as an option to the menu idea mentioned above.
If any of these features are planned please let me know (and maybe link a page where I can see the roadmap for packages if it exists)
Other than these complaints, I love packages so far and I hope to see them evolve more in the future
Ran into the same problem.
Except when i used the mass update feature, it literally just crashed my studio as the game has over 100 places (keep in mind this was some time ago; iām not sure if it will do the same now)
then thereās updating every placeā¦
I ended up just using InsertService
now i only need to publish an update to the asset, and boom. No need to manually update every place