diff --git a/content/common/navigation/engine/reference.yaml b/content/common/navigation/engine/reference.yaml
index a40b7a7fc..367ff56da 100644
--- a/content/common/navigation/engine/reference.yaml
+++ b/content/common/navigation/engine/reference.yaml
@@ -3298,6 +3298,11 @@ navigation:
type: engineapi
source: /reference/engine/enums/AdEventType.yaml
ignoreTranslation: true
+ - title: AdFormat
+ path: /reference/engine/enums/AdFormat
+ type: engineapi
+ source: /reference/engine/enums/AdFormat.yaml
+ ignoreTranslation: true
- title: AdornCullingMode
path: /reference/engine/enums/AdornCullingMode
type: engineapi
@@ -4918,6 +4923,11 @@ navigation:
type: engineapi
source: /reference/engine/enums/Severity.yaml
ignoreTranslation: true
+ - title: ShowAdResult
+ path: /reference/engine/enums/ShowAdResult
+ type: engineapi
+ source: /reference/engine/enums/ShowAdResult.yaml
+ ignoreTranslation: true
- title: SignalBehavior
path: /reference/engine/enums/SignalBehavior
type: engineapi
diff --git a/content/en-us/assets/scripting/input/Cross-Platform-Input-Detection-Mobile.png b/content/en-us/assets/scripting/input/Cross-Platform-Input-Detection-Mobile.png
deleted file mode 100644
index 1956f00e7..000000000
--- a/content/en-us/assets/scripting/input/Cross-Platform-Input-Detection-Mobile.png
+++ /dev/null
@@ -1,3 +0,0 @@
-version https://git-lfs.github.com/spec/v1
-oid sha256:bd277fc4744dd0aa1b0ad085cbee770169fcab7b15fae810f3ecb222a8c4344e
-size 130170
diff --git a/content/en-us/assets/scripting/input/Cross-Platform-Input-Detection-PC.png b/content/en-us/assets/scripting/input/Cross-Platform-Input-Detection-PC.png
deleted file mode 100644
index 1612a7c9f..000000000
--- a/content/en-us/assets/scripting/input/Cross-Platform-Input-Detection-PC.png
+++ /dev/null
@@ -1,3 +0,0 @@
-version https://git-lfs.github.com/spec/v1
-oid sha256:3a3e324346b7ee514c098f56af6a49c71d258bd33f3f6ccea2f569b9ba9c32c1
-size 131609
diff --git a/content/en-us/chat/bubble-chat.md b/content/en-us/chat/bubble-chat.md
index c94f9c249..564d3068e 100644
--- a/content/en-us/chat/bubble-chat.md
+++ b/content/en-us/chat/bubble-chat.md
@@ -166,7 +166,7 @@ if not bubbleImageLabel then
bubbleImageLabel = Instance.new("ImageLabel")
bubbleImageLabel.Parent = bubbleChatConfiguration
end
-bubbleImageLabel.Image = "rbxassetid://6733332557"
+bubbleImageLabel.Image = "rbxassetid://109157529833093"
bubbleImageLabel.ScaleType = Enum.ScaleType.Slice
bubbleImageLabel.SliceCenter = Rect.new(40, 40, 320, 120)
bubbleImageLabel.SliceScale = 0.5
diff --git a/content/en-us/cloud/open-cloud/oauth2-registration.md b/content/en-us/cloud/open-cloud/oauth2-registration.md
index 221d3a546..6976d59a1 100644
--- a/content/en-us/cloud/open-cloud/oauth2-registration.md
+++ b/content/en-us/cloud/open-cloud/oauth2-registration.md
@@ -86,8 +86,8 @@ redirect URLs meet the following requirements:
## Submitting for Review
To minimize the chances of malicious apps harming the community, registering an
-app doesn't make it publicly accessible. Instead, it remains in **private mode**
-with a limit of 100 authorized users. This mode is helpful for testing and
+app doesn't make it broadly accessible. Instead, it remains in **private mode**
+with a limit of 10 unique users. This mode is helpful for testing and
debugging within your team.
If you want to extend the user base for your app, you need to publish it in
diff --git a/content/en-us/input/mobile.md b/content/en-us/input/mobile.md
index 0d787d226..0aaab22a8 100644
--- a/content/en-us/input/mobile.md
+++ b/content/en-us/input/mobile.md
@@ -7,8 +7,7 @@ Over half of all Roblox sessions are played on mobile devices, so it's important
When designing a mobile experience, consider the [device orientation](#device-orientation) that you intend user's to use in your experience, then implement your inputs with `Class.ContextActionService` to perform the following mobile-related input tasks:
-- [Create on-screen buttons](#adding-mobile-buttons) visible only on mobile devices.
-- [Customize the mobile buttons and UI](#customizing-button-ui) to create a unique mobile experience.
+- [Create on-screen buttons](#custom-mobile-buttons) visible only on mobile devices.
- [Setup context dependent inputs](#context-dependent-inputs) that allows the same button or input to perform a different action depending on the situation.
- [Detect other input devices](#detecting-other-devices), such as a mouse or keyboard connected to a mobile tablet, to provide the correct on-screen prompts to the user.
@@ -165,11 +164,9 @@ When `Class.StarterPlayer.AutoJumpEnabled` is enabled, the user's character auto
Disable `Class.StarterPlayer.AutoJumpEnabled` to disable this feature and force users to jump only using their key bindings.
-## Adding Mobile Buttons
+## Custom Mobile Buttons
-To add mobile buttons, use the `Class.ContextActionService:BindAction()` method.
-
-The `Class.ContextActionService:BindAction()|BindAction()` method takes the following parameters:
+To add custom mobile buttons, use the `Class.ContextActionService:BindAction()` method which takes the following parameters:
@@ -181,12 +178,12 @@ The `Class.ContextActionService:BindAction()|BindAction()` method takes the foll
-
actionName
+
`actionName`
string
An identifier string for the action you are binding. You can use the actionName with other functions in `Class.ContextActionService` to edit the binding.
-
functionToBind
+
`functionToBind`
function
The function to call when the specified input is triggered. This function receives three arguments:
A string equal to the actionName.
@@ -194,12 +191,12 @@ The `Class.ContextActionService:BindAction()|BindAction()` method takes the foll
The `Class.InputObject` used in the function call.
-
createTouchButton
+
`createTouchButton`
boolean
When true, creates an on-screen button when the game is running on a mobile device.
-
inputTypes
+
`inputTypes`
tuple
The inputs you intend to bind to the function, such as enum values from a `Enum.KeyCode`.
@@ -221,63 +218,30 @@ end
ContextActionService:BindAction("Interact", handleAction, true, Enum.KeyCode.T, Enum.KeyCode.ButtonR1)
```
-### Removing Mobile Buttons
-
-To remove a mobile button from the screen, call `Class.ContextActionService:UnbindAction()|UnbindAction()` using the actionName string you passed to `Class.ContextActionService:BindAction()|BindAction()`.
-
-Use the following code sample to unbind the previously created Interact action:
-
-```lua
--- Unbind action by name
-ContextActionService:UnbindAction("Interact")
-```
-
-## Customizing Button UI
-
-You can use one of the several functions from `Class.ContextActionService` to customize the on-screen buttons that are created by `Class.ContextActionService:BindAction()|BindAction()`.
+
+To remove a mobile button from the screen, call `Class.ContextActionService:UnbindAction()|UnbindAction()` using the `actionName` string you passed to `Class.ContextActionService:BindAction()|BindAction()`.
+
-### Button Text
+Once a custom button is added, you can use one of the several functions from `Class.ContextActionService` to customize the on-screen buttons that are created by `Class.ContextActionService:BindAction()|BindAction()`.
-To change the text label for a mobile button, call `Class.ContextActionService:SetTitle()|SetTitle()` with the actionName string and a title:
+- To change the text label for a mobile button, call `Class.ContextActionService:SetTitle()|SetTitle()` with the `actionName` string and a title string.
+- To use a custom image just like other GUI buttons, call `Class.ContextActionService:SetImage()|SetImage()` method, replacing the example asset ID below with an image of your choice.
+- To set a button's position, call `Class.ContextActionService:SetPosition()|SetPosition()` with a `Datatype.UDim2` position value.
```lua
-- Set button label to "Talk"
ContextActionService:SetTitle("Interact", "Talk")
-```
-
-### Button Image
-
-Mobile buttons can use custom images just like other GUI buttons using the `Class.ContextActionService:SetImage()|SetImage()` method.
-
-Use the following sample code to set a button image, replacing the asset ID with an image of your choice:
-
-```lua
-- Set button image
-ContextActionService:SetImage("Interact", "rbxassetid://0123456789")
-```
-
-### Button Position
-
-By default, a new button's position appears near the lower right section of the screen. You should carefully consider button placement on mobile devices and keep in mind the positions of thumbs and hands.
-
-Use the following sample code to set a button's position with the `Class.ContextActionService:SetPosition()|SetPosition()` method:
-
-```lua
+ContextActionService:SetImage("Interact", "rbxassetid://104919049969988")
-- Set button position
ContextActionService:SetPosition("Interact", UDim2.new(1, -70, 0, 10))
```
-## Context-Dependent Inputs
+### Context-Dependent Inputs
When developing for mobile devices you may often want to change what a single button does based on the context. Since screen space on mobile devices is limited, use contextual buttons that perform different actions based on what the character is able to do.
-For example, you can display an active "Collect" button when the user is standing near a chest of gold:
-
-
-
-Use the following code sample to create a mobile button that is labelled "Collect" and is bound to the function collectTreasure():
+For example, you can display an active "Collect" button when the user is standing near a chest of gold, bound to the function `collectTreasure()`:
```lua
local ContextActionService = game:GetService("ContextActionService")
@@ -289,45 +253,22 @@ local function collectTreasure(actionName, inputState, inputObject)
end
ContextActionService:BindAction("Interact", collectTreasure, true, Enum.KeyCode.T, Enum.KeyCode.ButtonR1)
+ContextActionService:SetTitle("Interact", "Collect")
ContextActionService:SetPosition("Interact", UDim2.new(1, -70, 0, 10))
--- Set image to blue "Collect" button
-ContextActionService:SetImage("Interact", "rbxassetid://0123456789")
```
-At another point in the game, you can change the button to "Talk" when the user is standing near an NPC. Instead of adding and removing the existing button, you can simply use `Class.ContextActionService:BindAction()` on the existing Interact action, changing the function and button image.
-
-Use the following code sample to set the existing button label to "Talk" and bind it to a function named talkToNPC():
+At another point during gameplay, you can change the button to "Talk" when the user is standing near an NPC. Instead of removing the existing button to place another, you can simply call `Class.ContextActionService:BindAction()|BindAction()` on the existing `"Interact"` action, changing the target function and button title:
```lua
ContextActionService:BindAction("Interact", talkToNPC, true, Enum.KeyCode.T, Enum.KeyCode.ButtonR1)
--- Set image to yellow "Talk" button
-ContextActionService:SetImage("Interact", "rbxassetid://0011223344")
+ContextActionService:SetTitle("Interact", "Talk")
```
## Detecting Other Devices
-In cross-platform experiences, it is necessary to know the user's current device in order to adjust the UI and display correct key binding prompts.
-
-For example, if a user approaches a treasure chest and there's an action bound to collecting the gold, you can show mobile users an on-screen "Collect" button and desktop users an on-screen "T" key icon.
-
-Keep in mind that a mobile device can also have a [mouse and keyboard](./mouse-and-keyboard.md) or [gamepad](./gamepad.md) plugged in. It is also possible that a desktop has a `Class.UserInputService.TouchEnabled|touchscreen` enabled. It is important to reference the user's preferred input options by displaying input options for the actively used device.
-
-
-
-
-
-
-In these cases, you can use `Class.UserInputService` to detect which input devices are enabled. If multiple input devices are enabled, use `Class.UserInputService:GetLastInputType()` to get the user's last used input device to display on the UI.
-
-You can use the following `Class.ModuleScript`, placed within `Class.ReplicatedStorage` and renamed to **UserInputModule**, to fetch the user's input type, after which you can adapt the UI layout or context to your experience's specific needs.
+In cross-platform experiences, it's important to reference the user's preferred input options by displaying input options for the actively used device. For example, a mobile device can have a [mouse and keyboard](./mouse-and-keyboard.md) or [gamepad](./gamepad.md) connected, or it's possible that a desktop has a touchscreen enabled. If multiple input sources are enabled, you can use `Class.UserInputService:GetLastInputType()|GetLastInputType()` to get the user's last used input device.
-Use the following `Class.ModuleScript` to check for enabled input devices and the last used input device:
+As a foundation, you can use the following `Class.ModuleScript`, placed within `Class.ReplicatedStorage` and renamed to **UserInputModule**, to fetch the user's input type, after which you can adapt the UI layout or context to your experience's specific needs.
```lua
local UserInputService = game:GetService("UserInputService")
diff --git a/content/en-us/projects/assets/index.md b/content/en-us/projects/assets/index.md
index 4210b1702..5d40e8451 100644
--- a/content/en-us/projects/assets/index.md
+++ b/content/en-us/projects/assets/index.md
@@ -5,20 +5,20 @@ description: An overview of how assets work on the platform.
Almost everything in Roblox is represented as a cloud-based asset with a unique corresponding ID. This ID is typically in the form of `rbxassetid://[ID]`, which gets applied to various instances as a property that's appropriate for that particular asset type. For example, `Class.Texture`, `Class.MeshPart`, and `Class.Sound` instances reference image, mesh, and audio assets through their respective `Class.Texture.TextureID|TextureID`, `Class.MeshPart.MeshID|MeshID`, and `Class.Sound.SoundID|SoundID` properties.
-
-
-
-
-
-
-
-
-
rbxassetid://7229442422
-
rbxassetid://6768917255
-
rbxassetid://9125402735
-
-
-
+
+
+
+
+
This cloud-based asset system allows you to store assets through Roblox and reuse them across the platform in various contexts, such as in different objects and places, without maintaining local copies as part of each saved Studio experience. You can find millions of project assets in the [Creator Store][CreatorMarketplaceURL], equip avatar assets in the [Marketplace][MarketplaceURL], or you can create your own assets and [import](#asset-management) them directly into Studio through the asset management tools.
@@ -214,7 +214,7 @@ The content folder's location depends on the user's operating system:
`GameThumbnail`
-
ID for an experience (`Class.DataModel.GameId`); shows the experience's primary [thumbnail](../../production/promotion/thumbnails.md)
+
ID for an experience (`Class.DataModel.GameId`); shows the experience's primary [thumbnail](../../production/publishing/thumbnails.md)
256×144, 384×216, 480×270, 576×324, 768×432
diff --git a/content/en-us/projects/index.md b/content/en-us/projects/index.md
index 8873ff4d7..397da0ee1 100644
--- a/content/en-us/projects/index.md
+++ b/content/en-us/projects/index.md
@@ -24,20 +24,20 @@ objects are available and how to organize and use them, see
In Roblox, assets such as images, meshes, and audio are stored as **cloud-based assets**, so you don't need to bundle local copies into a saved Studio experience. Each asset in the cloud is assigned a unique **asset ID** from which multiple experiences can utilize them. You can create assets directly in Studio, such as models, or import assets like images, audio, and meshes from other tools.
-
-
-
-
-
-
-
-
-
rbxassetid://7229442422
-
rbxassetid://6768917255
-
rbxassetid://9125402735
-
-
-
+
+
+
+
+
By default, assets are private to your experience and you can use an asset in any place by referencing its ID. You can also distribute them to the community in the [Creator Store](https://create.roblox.com/store/), so others can use them as well.
diff --git a/content/en-us/reference/engine/classes/AdService.yaml b/content/en-us/reference/engine/classes/AdService.yaml
index 432681f4a..3c3c94104 100644
--- a/content/en-us/reference/engine/classes/AdService.yaml
+++ b/content/en-us/reference/engine/classes/AdService.yaml
@@ -19,6 +19,42 @@ deprecation_message: |
This service has been decommissioned and is no longer operational.
properties: []
methods:
+ - name: AdService:CreateAdRewardFromDevProductId
+ summary: ''
+ description: ''
+ code_samples: []
+ parameters:
+ - name: devProductId
+ type: int64
+ default:
+ summary: ''
+ returns:
+ - type: AdReward
+ summary: ''
+ tags: []
+ deprecation_message: ''
+ security: None
+ thread_safety: Unsafe
+ capabilities: []
+ writeCapabilities: []
+ - name: AdService:GetAdAvailability
+ summary: ''
+ description: ''
+ code_samples: []
+ parameters:
+ - name: adFormat
+ type: AdFormat
+ default:
+ summary: ''
+ returns:
+ - type: Variant
+ summary: ''
+ tags: []
+ deprecation_message: ''
+ security: None
+ thread_safety: Unsafe
+ capabilities: []
+ writeCapabilities: []
- name: AdService:ShowVideoAd
summary: |
Show mobile video advertisements.
@@ -39,7 +75,64 @@ methods:
thread_safety: Unsafe
capabilities: []
writeCapabilities: []
+ - name: AdService:ShowRewardedVideoAdAsync
+ summary: ''
+ description: ''
+ code_samples: []
+ parameters:
+ - name: player
+ type: Player
+ default:
+ summary: ''
+ - name: reward
+ type: AdReward
+ default:
+ summary: ''
+ returns:
+ - type: ShowAdResult
+ summary: ''
+ tags:
+ - Yields
+ deprecation_message: ''
+ security: None
+ thread_safety: Unsafe
+ capabilities: []
+ writeCapabilities: []
events:
+ - name: AdService.AdAvailabilityChanged
+ summary: ''
+ description: ''
+ code_samples: []
+ parameters:
+ - name: adFormat
+ type: AdFormat
+ default:
+ summary: ''
+ - name: adAvailabilityResult
+ type: Variant
+ default:
+ summary: ''
+ tags: []
+ deprecation_message: ''
+ security: None
+ thread_safety: Unsafe
+ capabilities: []
+ writeCapabilities: []
+ - name: AdService.ShowReportAdPopup
+ summary: ''
+ description: ''
+ code_samples: []
+ parameters:
+ - name: adInfo
+ type: Dictionary
+ default:
+ summary: ''
+ tags: []
+ deprecation_message: ''
+ security: RobloxScriptSecurity
+ thread_safety: Unsafe
+ capabilities: []
+ writeCapabilities: []
- name: AdService.VideoAdClosed
summary: |
Fires when an `Class.AdService` video closes.
diff --git a/content/en-us/reference/engine/classes/AssetService.yaml b/content/en-us/reference/engine/classes/AssetService.yaml
index f969ea0ff..bfb113886 100644
--- a/content/en-us/reference/engine/classes/AssetService.yaml
+++ b/content/en-us/reference/engine/classes/AssetService.yaml
@@ -107,6 +107,7 @@ methods:
default:
summary: |
Currently supported types are:
+
- `Enum.AssetType.Model` – with `object` as any valid `Class.Instance`
root.
- `Enum.AssetType.Plugin` – with `object` as any valid
@@ -117,14 +118,21 @@ methods:
`Class.EditableImage` root.
- name: requestParameters
type: Dictionary
- default:
+ default: nil
summary: |
Options table containing asset metadata:
+
- `Name` – Name of the asset as a string. Defaults to `[object.Name]`.
- - `Description` – Description of the asset as a string. Defaults to `"Created with AssetService:CreateAssetAsync"`.
- - `CreatorId` – ID of the asset creator as a number. Defaults to the logged in Roblox Studio user for Plugin context. Required for Open Cloud Luau Execution context.
- - `CreatorType` – `Enum.AssetCreatorType` indicating the type of asset creator. Defaults to `Enum.AssetCreatorType.User` in Plugin context. Required for Open Cloud Luau Execution context.
- - `IsPackage` – Boolean value, only applicable to the `Enum.AssetType.Model` type. Defaults to `true`.
+ - `Description` – Description of the asset as a string. Defaults to
+ `"Created with AssetService:CreateAssetAsync"`.
+ - `CreatorId` – ID of the asset creator as a number. Defaults to the
+ logged in Roblox Studio user for Plugin context. Required for Open
+ Cloud Luau Execution context.
+ - `CreatorType` – `Enum.AssetCreatorType` indicating the type of asset
+ creator. Defaults to `Enum.AssetCreatorType.User` in Plugin context.
+ Required for Open Cloud Luau Execution context.
+ - `IsPackage` – Boolean value, only applicable to the
+ `Enum.AssetType.Model` type. Defaults to `true`.
returns:
- type: Tuple
summary: |
@@ -134,10 +142,8 @@ methods:
deprecation_message: ''
security: None
thread_safety: Unsafe
- capabilities:
- - PluginOrOpenCloud
- writeCapabilities:
- - PluginOrOpenCloud
+ capabilities: []
+ writeCapabilities: []
- name: AssetService:CreateAssetVersionAsync
summary: |
Creates a new version for an existing asset from the given object.
@@ -157,6 +163,7 @@ methods:
default:
summary: |
Currently supported types are:
+
- `Enum.AssetType.Model` – with `object` as any valid `Class.Instance`
root.
- `Enum.AssetType.Plugin` – with `object` as any valid
@@ -172,14 +179,21 @@ methods:
The ID of the asset for the new version.
- name: requestParameters
type: Dictionary
- default:
+ default: nil
summary: |
Options table containing asset metadata:
+
- `Name` – A `string`. Name of the asset. Default: object.Name.
- - `Description` – A `string`. Description of the asset. Default: "Created with AssetService:CreateAssetAsync".
- - `CreatorId` – A `number`. ID of the asset creator. Default: The logged in Roblox Studio user for Plugin context. Required for Open Cloud Luau Execution context.
- - `CreatorType` – A `Enum.AssetCreatorType`. Type of asset creator. Default: `Enum.AssetCreatorType.User` in Plugin context. Required for Open Cloud Luau Execution context.
- - `IsPackage` – A `bool`. Only applicable to the `Enum.AssetType.Model` type. Default: true.
+ - `Description` – A `string`. Description of the asset. Default:
+ "Created with AssetService:CreateAssetAsync".
+ - `CreatorId` – A `number`. ID of the asset creator. Default: The
+ logged in Roblox Studio user for Plugin context. Required for Open
+ Cloud Luau Execution context.
+ - `CreatorType` – A `Enum.AssetCreatorType`. Type of asset creator.
+ Default: `Enum.AssetCreatorType.User` in Plugin context. Required
+ for Open Cloud Luau Execution context.
+ - `IsPackage` – A `bool`. Only applicable to the
+ `Enum.AssetType.Model` type. Default: true.
returns:
- type: Tuple
summary: |
@@ -190,10 +204,8 @@ methods:
deprecation_message: ''
security: None
thread_safety: Unsafe
- capabilities:
- - PluginOrOpenCloud
- writeCapabilities:
- - PluginOrOpenCloud
+ capabilities: []
+ writeCapabilities: []
- name: AssetService:CreateEditableImageAsync
summary: |
Creates a new `Class.EditableImage` object populated with the given image.
diff --git a/content/en-us/reference/engine/classes/AudioCompressor.yaml b/content/en-us/reference/engine/classes/AudioCompressor.yaml
index eb6144132..56c82b77a 100644
--- a/content/en-us/reference/engine/classes/AudioCompressor.yaml
+++ b/content/en-us/reference/engine/classes/AudioCompressor.yaml
@@ -62,6 +62,25 @@ properties:
capabilities:
- Audio
writeCapabilities: []
+ - name: AudioCompressor.Editor
+ summary: ''
+ description: ''
+ code_samples: []
+ type: bool
+ tags:
+ - NotReplicated
+ deprecation_message: ''
+ security:
+ read: RobloxScriptSecurity
+ write: RobloxScriptSecurity
+ thread_safety: ReadSafe
+ category: State Editing
+ serialization:
+ can_load: true
+ can_save: false
+ capabilities:
+ - Audio
+ writeCapabilities: []
- name: AudioCompressor.MakeupGain
summary: |
A gain value to be applied after compression.
diff --git a/content/en-us/reference/engine/classes/AudioLimiter.yaml b/content/en-us/reference/engine/classes/AudioLimiter.yaml
index 74a9e7d03..4bacc5d09 100644
--- a/content/en-us/reference/engine/classes/AudioLimiter.yaml
+++ b/content/en-us/reference/engine/classes/AudioLimiter.yaml
@@ -35,6 +35,25 @@ properties:
capabilities:
- Audio
writeCapabilities: []
+ - name: AudioLimiter.Editor
+ summary: ''
+ description: ''
+ code_samples: []
+ type: bool
+ tags:
+ - NotReplicated
+ deprecation_message: ''
+ security:
+ read: RobloxScriptSecurity
+ write: RobloxScriptSecurity
+ thread_safety: ReadSafe
+ category: State Editing
+ serialization:
+ can_load: true
+ can_save: false
+ capabilities:
+ - Audio
+ writeCapabilities: []
- name: AudioLimiter.MaxLevel
summary: |
The maximum volume tolerated.
diff --git a/content/en-us/reference/engine/classes/BillboardGui.yaml b/content/en-us/reference/engine/classes/BillboardGui.yaml
index fc1fb7768..c8ddadcca 100644
--- a/content/en-us/reference/engine/classes/BillboardGui.yaml
+++ b/content/en-us/reference/engine/classes/BillboardGui.yaml
@@ -17,9 +17,13 @@ description: |
A billboard's `Class.BillboardGui.Size|Size` property works slightly
- differently than `Class.GuiObject.Size`. While the **offset** components work the same, the **scale** components are used as stud sizes in 3D space.
+ differently than `Class.GuiObject.Size`. While the **offset** components work
+ the same, the **scale** components are used as stud sizes in 3D space.
- When creating a size-scaled `Class.BillboardGui` that contains a `Class.TextLabel`, it's useful to enable the label's `Class.TextLabel.TextScaled|TextScaled` property so that its text scales along with the billboard canvas as the camera distance changes.
+ When creating a size-scaled `Class.BillboardGui` that contains a
+ `Class.TextLabel`, it's useful to enable the label's
+ `Class.TextLabel.TextScaled|TextScaled` property so that its text scales along
+ with the billboard canvas as the camera distance changes.
Note that interactive UI elements like `Class.ImageButton|ImageButtons` and
`Class.TextButton|TextButtons` inside a `Class.BillboardGui` will only receive
@@ -29,7 +33,8 @@ description: |
attachment in the 3D world while the `Class.BillboardGui` itself remains in
the `Class.PlayerGui`.
- See [In-Experience UI](../../../ui/in-experience-containers.md#billboard-ui) for a guide on working with `Class.BillboardGui` containers.
+ See [In-Experience UI](../../../ui/in-experience-containers.md#billboard-ui)
+ for a guide on working with `Class.BillboardGui` containers.
##### Caching Behavior
@@ -107,7 +112,7 @@ properties:
description: |
This property determines whether the `Class.BillboardGui` will always
render on top of other 3D objects.
-
+
When set to `false` (default), the `Class.BillboardGui` renders like other
3D content and is occluded by other 3D objects. When set to `true`, the
`Class.BillboardGui` always renders on top of 3D content and the
@@ -115,7 +120,8 @@ properties:
- Colors match how they appear inside a `Class.ScreenGui`.
- Text may appear sharper on high DPI devices.
- - `Class.BillboardGui.LightInfluence|LightInfluence` is treated as though it's `0`.
+ - `Class.BillboardGui.LightInfluence|LightInfluence` is treated as though
+ it's `0`.
- `Class.BillboardGui.Brightness|Brightness` has no effect.
code_samples:
type: bool
@@ -361,9 +367,13 @@ properties:
writeCapabilities: []
- name: BillboardGui.LightInfluence
summary: |
- Controls how much the `Class.BillboardGui` is influenced by environmental lighting.
+ Controls how much the `Class.BillboardGui` is influenced by environmental
+ lighting.
description: |
- Controls how much the `Class.BillboardGui` is influenced by environmental lighting, in a range from `0` to `1`. Setting this to `1` means that surrounding lighting has complete control over the appearance, while setting it to `0` means that the lighting has no effect.
+ Controls how much the `Class.BillboardGui` is influenced by environmental
+ lighting, in a range from `0` to `1`. Setting this to `1` means that
+ surrounding lighting has complete control over the appearance, while
+ setting it to `0` means that the lighting has no effect.
code_samples:
type: float
tags: []
@@ -496,7 +506,11 @@ properties:
- See also `Class.BillboardGui.StudsOffset|StudsOffset`, `Class.BillboardGui.StudsOffsetWorldSpace|StudsOffsetWorldSpace`, `Class.BillboardGui.ExtentsOffset|ExtentsOffset`, and `Class.BillboardGui.ExtentsOffsetWorldSpace|ExtentsOffsetWorldSpace` which are offset properties that work in 3D space instead.
+ See also `Class.BillboardGui.StudsOffset|StudsOffset`,
+ `Class.BillboardGui.StudsOffsetWorldSpace|StudsOffsetWorldSpace`,
+ `Class.BillboardGui.ExtentsOffset|ExtentsOffset`, and
+ `Class.BillboardGui.ExtentsOffsetWorldSpace|ExtentsOffsetWorldSpace` which
+ are offset properties that work in 3D space instead.
code_samples:
type: Vector2
tags: []
diff --git a/content/en-us/reference/engine/classes/CaptureService.yaml b/content/en-us/reference/engine/classes/CaptureService.yaml
index d9145e138..0681864b1 100644
--- a/content/en-us/reference/engine/classes/CaptureService.yaml
+++ b/content/en-us/reference/engine/classes/CaptureService.yaml
@@ -90,17 +90,21 @@ methods:
writeCapabilities: []
- name: CaptureService:PromptShareCapture
summary: |
- Prompts the user to share a specified screenshot capture. .
+ Prompts the user to share a specified screenshot capture.
description: |
This method prompts the user to share the screenshot identified by the
provided `contentId` using the native share sheet on their device.
- The capture image will be shared along with an invite link to the
- experience when supported. Not all devices/apps support including both a
- screenshot and invite link.
+ The capture image is shared along with an invite link to the experience
+ when supported. Not all devices support including both a screenshot and
+ invite link.
The `launchData` will be available in the `launchData` field for users who
join through the invite link.
+
+ To avoid an error when calling this method, first call
+ `Class.PolicyService:GetPolicyInfoForPlayerAsync()` and check that
+ `IsContentSharingAllowed` is true in the returned dictionary.
code_samples: []
parameters:
- name: contentId
diff --git a/content/en-us/reference/engine/classes/ChatWindowConfiguration.yaml b/content/en-us/reference/engine/classes/ChatWindowConfiguration.yaml
index d6f52deed..8c605ea1e 100644
--- a/content/en-us/reference/engine/classes/ChatWindowConfiguration.yaml
+++ b/content/en-us/reference/engine/classes/ChatWindowConfiguration.yaml
@@ -339,7 +339,8 @@ methods:
`Class.ChatWindowMessageProperties` inherits from
`Class.TextChatMessageProperties`.
- This is intended to be used during custom `Class.TextChatService.OnChatWindowAdded` callbacks.
+ This is intended to be used during custom
+ `Class.TextChatService.OnChatWindowAdded` callbacks.
```lua
local TextChatService = game:GetService("TextChatService")
diff --git a/content/en-us/reference/engine/classes/HapticEffect.yaml b/content/en-us/reference/engine/classes/HapticEffect.yaml
index 5debc8019..8392def59 100644
--- a/content/en-us/reference/engine/classes/HapticEffect.yaml
+++ b/content/en-us/reference/engine/classes/HapticEffect.yaml
@@ -35,8 +35,8 @@ properties:
tags: []
deprecation_message: ''
security:
- read: RobloxScriptSecurity
- write: RobloxScriptSecurity
+ read: None
+ write: None
thread_safety: ReadSafe
category: Data
serialization:
@@ -52,8 +52,8 @@ properties:
tags: []
deprecation_message: ''
security:
- read: RobloxScriptSecurity
- write: RobloxScriptSecurity
+ read: None
+ write: None
thread_safety: ReadSafe
category: Data
serialization:
@@ -110,7 +110,7 @@ methods:
thread_safety: Unsafe
capabilities: []
writeCapabilities: []
- - name: HapticEffect:SetKeys
+ - name: HapticEffect:SetWaveformKeys
summary: ''
description: ''
code_samples: []
@@ -124,7 +124,7 @@ methods:
summary: ''
tags: []
deprecation_message: ''
- security: RobloxScriptSecurity
+ security: None
thread_safety: Unsafe
capabilities: []
writeCapabilities: []
diff --git a/content/en-us/reference/engine/classes/Mouse.yaml b/content/en-us/reference/engine/classes/Mouse.yaml
index 19438831a..d6f425ceb 100644
--- a/content/en-us/reference/engine/classes/Mouse.yaml
+++ b/content/en-us/reference/engine/classes/Mouse.yaml
@@ -644,36 +644,27 @@ methods: []
events:
- name: Mouse.Button1Down
summary: |
- Fired when the left mouse button is pressed.
+ Fires when the left mouse button is pressed.
description: |
- The Button1Down even fires when the player presses their left mouse
- button.
-
- This can also be accessed from a `Class.Tool`. For example, when placed in
- a `Class.LocalScript`, the code below prints Button1Down whenever the left
- mouse button is pressed:
+ This event fires when the player presses their left mouse button. Note
+ that this can be accessed from a `Class.Tool`; for example, when placed in
+ a `Class.LocalScript`, the code below prints `Button1Down` whenever the
+ left mouse button is pressed.
```lua
- local Tool = script.Parent --make sure this is a Tool object
+ local tool = script.Parent -- Make sure this is a Tool object
- Tool.Equipped:Connect(function(Mouse)
- Mouse.Button1Down:Connect(function()
+ tool.Equipped:Connect(function(mouse)
+ mouse.Button1Down:Connect(function()
print("Button1Down")
end)
end)
```
- Developers can find out the position of the mouse in world-space, and if
- it is pointing at any `Class.BasePart`, using the `Class.Mouse.Hit` and
- `Class.Mouse.Target` properties.
-
- For information on how to obtain the mouse object, please see the
- `Class.Mouse` page.
-
- Note, developers are recommended to use `Class.UserInputService` instead
- of the `Class.Mouse` object in new work.
+ You can find out the position of the mouse in world space and if it's
+ pointing at any `Class.BasePart` using the `Class.Mouse.Hit|Hit` and
+ `Class.Mouse.Target|Target` properties.
code_samples:
- - Mouse-Button1Down
parameters: []
tags: []
deprecation_message: ''
@@ -685,19 +676,25 @@ events:
summary: |
Fires when the left mouse button is released.
description: |
- Fires when the left mouse button is released.
+ This event fires when the player releases their left mouse button. Note
+ that this can be accessed from a `Class.Tool`; for example, when placed in
+ a `Class.LocalScript`, the code below prints `Button1Up` whenever the left
+ mouse button is released.
- For information on how to obtain the `Class.Mouse` object, please see the
- `Class.Mouse` page.
+ ```lua
+ local tool = script.Parent -- Make sure this is a Tool object
- Developers can find out the position of the mouse in world-space, and if
- it is pointing at any `Class.BasePart` using the `Class.Mouse.Hit` and
- `Class.Mouse.Target` properties.
+ tool.Equipped:Connect(function(mouse)
+ mouse.Button1Up:Connect(function()
+ print("Button1Up")
+ end)
+ end)
+ ```
- Note, developers are recommended to use `Class.UserInputService` instead
- of the `Class.Mouse` object in new work.
+ You can find out the position of the mouse in world space and if it's
+ pointing at any `Class.BasePart` using the `Class.Mouse.Hit|Hit` and
+ `Class.Mouse.Target|Target` properties.
code_samples:
- - Mouse-Button1Up1
parameters: []
tags: []
deprecation_message: ''
@@ -709,34 +706,25 @@ events:
summary: |
Fires when the right mouse button is pressed.
description: |
- The Button2Down even fires when the player presses their right mouse
- button.
-
- This can also be accessed from a `Class.Tool`. For example, when placed in
- a `Class.LocalScript`, the code below prints Button2Down whenever the
- right mouse button is pressed:
+ This event fires when the player presses their right mouse button. Note
+ that this can be accessed from a `Class.Tool`; for example, when placed in
+ a `Class.LocalScript`, the code below prints `Button2Down` whenever the
+ right mouse button is pressed.
```lua
- local Tool = script.Parent --make sure this is a Tool object
+ local tool = script.Parent -- Make sure this is a Tool object
- Tool.Equipped:Connect(function(Mouse)
- Mouse.Button2Down:Connect(function()
+ tool.Equipped:Connect(function(mouse)
+ mouse.Button2Down:Connect(function()
print("Button2Down")
end)
- end).
+ end)
```
- Developers can find out the position of the mouse in world-space, and if
- it is pointing at any `Class.BasePart`, using the `Class.Mouse.Hit` and
- `Class.Mouse.Target` properties.
-
- For information on how to obtain the mouse object, please see the
- `Class.Mouse` page.
-
- Note, developers are recommended to use `Class.UserInputService` instead
- of the `Class.Mouse` object in new work.
+ You can find out the position of the mouse in world space and if it's
+ pointing at any `Class.BasePart` using the `Class.Mouse.Hit|Hit` and
+ `Class.Mouse.Target|Target` properties.
code_samples:
- - color-randomizer-tool-button2down-
parameters: []
tags: []
deprecation_message: ''
@@ -748,25 +736,25 @@ events:
summary: |
Fired when the right mouse button is released.
description: |
- Fired when the right mouse button is released.
+ This event fires when the player releases their right mouse button. Note
+ that this can be accessed from a `Class.Tool`; for example, when placed in
+ a `Class.LocalScript`, the code below prints `Button2Up` whenever the
+ right mouse button is released.
```lua
- mouse.Button2Up:Connect(function()
- print("button 2 up!")
- end
- ```
+ local tool = script.Parent -- Make sure this is a Tool object
- For information on how to obtain the `Class.Mouse` object, please see the
- `Class.Mouse` page.
-
- Developers can find out the position of the mouse in world-space, and if
- it is pointing at any `Class.BasePart` using the `Class.Mouse.Hit` and
- `Class.Mouse.Target` properties.
+ tool.Equipped:Connect(function(mouse)
+ mouse.Button2Up:Connect(function()
+ print("Button2Up")
+ end)
+ end)
+ ```
- Note, developers are recommended to use `Class.UserInputService` instead
- of the `Class.Mouse` object in new work.
+ You can find out the position of the mouse in world space and if it's
+ pointing at any `Class.BasePart` using the `Class.Mouse.Hit|Hit` and
+ `Class.Mouse.Target|Target` properties.
code_samples:
- - color-randomizer-tool-button1up-
parameters: []
tags: []
deprecation_message: ''
diff --git a/content/en-us/reference/engine/classes/SoundService.yaml b/content/en-us/reference/engine/classes/SoundService.yaml
index 0249f5a9e..48b272105 100644
--- a/content/en-us/reference/engine/classes/SoundService.yaml
+++ b/content/en-us/reference/engine/classes/SoundService.yaml
@@ -374,6 +374,21 @@ methods:
capabilities: []
writeCapabilities: []
events:
+ - name: SoundService.OpenAudioCompressorEditorSignal
+ summary: ''
+ description: ''
+ code_samples: []
+ parameters:
+ - name: selectedCompressorObjects
+ type: Instances
+ default:
+ summary: ''
+ tags: []
+ deprecation_message: ''
+ security: RobloxScriptSecurity
+ thread_safety: Unsafe
+ capabilities: []
+ writeCapabilities: []
- name: SoundService.OpenDirectionalCurveEditorSignal
summary: ''
description: ''
diff --git a/content/en-us/reference/engine/classes/Stats.yaml b/content/en-us/reference/engine/classes/Stats.yaml
index d7f4946a8..68800391a 100644
--- a/content/en-us/reference/engine/classes/Stats.yaml
+++ b/content/en-us/reference/engine/classes/Stats.yaml
@@ -590,6 +590,34 @@ properties:
capabilities: []
writeCapabilities: []
methods:
+ - name: Stats:GetMemoryCategoryNames
+ summary: ''
+ description: ''
+ code_samples: []
+ parameters: []
+ returns:
+ - type: Array
+ summary: ''
+ tags: []
+ deprecation_message: ''
+ security: RobloxScriptSecurity
+ thread_safety: Unsafe
+ capabilities: []
+ writeCapabilities: []
+ - name: Stats:GetMemoryUsageMbAllCategories
+ summary: ''
+ description: ''
+ code_samples: []
+ parameters: []
+ returns:
+ - type: Array
+ summary: ''
+ tags: []
+ deprecation_message: ''
+ security: RobloxScriptSecurity
+ thread_safety: Unsafe
+ capabilities: []
+ writeCapabilities: []
- name: Stats:GetMemoryUsageMbForTag
summary: |
Returns the number of megabytes that are being consumed in the specified
diff --git a/content/en-us/reference/engine/classes/SurfaceGui.yaml b/content/en-us/reference/engine/classes/SurfaceGui.yaml
index a6abe45d4..5c058b844 100644
--- a/content/en-us/reference/engine/classes/SurfaceGui.yaml
+++ b/content/en-us/reference/engine/classes/SurfaceGui.yaml
@@ -23,7 +23,8 @@ description: |
the 3D world while the `Class.SurfaceGui` itself remains in the
`Class.PlayerGui`.
- See [In-Experience UI](../../../ui/in-experience-containers.md#surface-ui) for a guide on working with `Class.SurfaceGui` containers.
+ See [In-Experience UI](../../../ui/in-experience-containers.md#surface-ui) for
+ a guide on working with `Class.SurfaceGui` containers.
##### Caching Behavior
@@ -47,7 +48,7 @@ properties:
description: |
This property determines whether the `Class.SurfaceGui` will always render
on top of other 3D objects.
-
+
When set to `false` (default), the `Class.SurfaceGui` renders like other
3D content and is occluded by other 3D objects. When set to `true`, the
`Class.SurfaceGui` always renders on top of 3D content and the appearance
@@ -55,7 +56,8 @@ properties:
- Colors match how they appear inside a `Class.ScreenGui`.
- Text may appear sharper on high DPI devices.
- - `Class.SurfaceGui.LightInfluence|LightInfluence` is treated as though it's `0`.
+ - `Class.SurfaceGui.LightInfluence|LightInfluence` is treated as though
+ it's `0`.
- `Class.SurfaceGui.Brightness|Brightness` has no effect.
code_samples:
type: bool
@@ -108,10 +110,12 @@ properties:
- name: SurfaceGui.CanvasSize
summary: |
The size of a "virtual screen" in "virtual pixels" which makes
- `Class.SurfaceGui|SurfaceGuis` pixel-to-pixel compatible with `Class.ScreenGui|ScreenGuis`.
+ `Class.SurfaceGui|SurfaceGuis` pixel-to-pixel compatible with
+ `Class.ScreenGui|ScreenGuis`.
description: |
The size of a "virtual screen" in "virtual pixels" which makes
- `Class.SurfaceGui|SurfaceGuis` pixel-to-pixel compatible with `Class.ScreenGui|ScreenGuis`.
+ `Class.SurfaceGui|SurfaceGuis` pixel-to-pixel compatible with
+ `Class.ScreenGui|ScreenGuis`.
code_samples:
type: Vector2
tags: []
@@ -155,9 +159,13 @@ properties:
writeCapabilities: []
- name: SurfaceGui.LightInfluence
summary: |
- Controls how much the `Class.SurfaceGui` is influenced by environmental lighting.
+ Controls how much the `Class.SurfaceGui` is influenced by environmental
+ lighting.
description: |
- Controls how much the `Class.SurfaceGui` is influenced by environmental lighting, in a range from `0` to `1`. Setting this to `1` means that surrounding lighting has complete control over the appearance, while setting it to `0` means that the lighting has no effect.
+ Controls how much the `Class.SurfaceGui` is influenced by environmental
+ lighting, in a range from `0` to `1`. Setting this to `1` means that
+ surrounding lighting has complete control over the appearance, while
+ setting it to `0` means that the lighting has no effect.
code_samples:
type: float
tags: []
@@ -215,7 +223,7 @@ properties:
proportionally through use of `Class.UIScale`, `Class.GuiObject.Size`,
`Class.TextLabel.TextSize`, or similar, this property allows for higher
definition to be used.
-
+
It's important to select a value based on how far away you expect a player
to view the `Class.SurfaceGui`. Also be mindful that a large pixel density
could negatively affect performance if the face of the adorned part is
diff --git a/content/en-us/reference/engine/classes/TextBox.yaml b/content/en-us/reference/engine/classes/TextBox.yaml
index 1b02d63be..0180963eb 100644
--- a/content/en-us/reference/engine/classes/TextBox.yaml
+++ b/content/en-us/reference/engine/classes/TextBox.yaml
@@ -446,6 +446,24 @@ properties:
capabilities:
- UI
writeCapabilities: []
+ - name: TextBox.ShouldEmitUpAndDownArrowEvents
+ summary: ''
+ description: ''
+ code_samples: []
+ type: bool
+ tags: []
+ deprecation_message: ''
+ security:
+ read: RobloxScriptSecurity
+ write: RobloxScriptSecurity
+ thread_safety: ReadSafe
+ category: Data
+ serialization:
+ can_load: true
+ can_save: true
+ capabilities:
+ - UI
+ writeCapabilities: []
- name: TextBox.ShowNativeInput
summary: |
If set to true, input native to the platform is used instead of Roblox's
diff --git a/content/en-us/reference/engine/classes/TextChatService.yaml b/content/en-us/reference/engine/classes/TextChatService.yaml
index b1154887d..2ed032560 100644
--- a/content/en-us/reference/engine/classes/TextChatService.yaml
+++ b/content/en-us/reference/engine/classes/TextChatService.yaml
@@ -5,14 +5,17 @@ memory_category: Instances
summary: |
A service handling in-experience text chat.
description: |
- A service handling in-experience text chat, including `Class.TextChannel|managing channels`,
- decorating messages, filtering text, `Class.TextChatCommand|creating commands`, and [developing custom
- chats interfaces](../../../chat/examples/simple-custom-frontend-ui).
+ A service handling in-experience text chat, including
+ `Class.TextChannel|managing channels`, decorating messages, filtering text,
+ `Class.TextChatCommand|creating commands`, and
+ [developing custom chats interfaces](../../../chat/examples/simple-custom-frontend-ui.md).
To learn more, see
[TextChatService Overview](../../../chat/in-experience-text-chat.md).
- For further customization, TextChatService has the following singleton children:
+ For further customization, TextChatService has the following singleton
+ children:
+
- `Class.ChatWindowConfiguration`
- `Class.ChatInputBarConfiguration`
- `Class.BubbleChatConfiguration`
@@ -26,11 +29,12 @@ tags:
deprecation_message: ''
properties:
- name: TextChatService.ChatTranslationEnabled
- summary: 'Determines if chat translation is enabled.'
- description:
+ summary: |
Determines if chat translation is enabled.
-
- If true, a system message will notify player's when their first join that chat messages may be translated into the player's preferred language.
+ description: |
+ Determines if chat translation is enabled. If true, a system message will
+ notify player's when their first join that chat messages may be translated
+ into the player's preferred language.
code_samples: []
type: bool
tags:
@@ -281,13 +285,15 @@ methods:
capabilities: []
writeCapabilities: []
- name: TextChatService:CanUserChatAsync
- summary: 'Determines whether a user has permission to chat in experiences.'
- description:
- Determines whether a user has permission to chat in experiences. Factors such as parental control settings may prevent the user from sending messages.
-
- Errors if the userId is not in the current server.
-
- Note that this method is only available for use in a `Class.Script` with `Class.Script.RunContext|RunContext` of `Enum.RunContext.Server` or `Enum.RunContext.Legacy`.
+ summary: |
+ Determines whether a user has permission to chat in experiences.
+ description: |
+ Determines whether a user has permission to chat in experiences. Factors
+ such as parental control settings may prevent the user from sending
+ messages. Errors if the userId is not in the current server. Note that
+ this method is only available for use in a `Class.Script` with
+ `Class.Script.RunContext|RunContext` of `Enum.RunContext.Server` or
+ `Enum.RunContext.Legacy`.
code_samples: []
parameters:
- name: userId
@@ -305,11 +311,18 @@ methods:
capabilities: []
writeCapabilities: []
- name: TextChatService:CanUsersChatAsync
- summary: 'Determines whether or not two users would receive messages between each other.'
- description:
- Determines whether or not two users would receive messages between each other. Factors such as incompatible parental control settings or blocked status may prevent the delivery of messages between users `Class.TextChannel|TextChannels` internally use this result to determine whether to deliver messages between users.
-
- Note that this method is only available for use in a `Class.Script` with `Class.Script.RunContext|RunContext` of `Enum.RunContext.Server` or `Enum.RunContext.Legacy`.
+ summary: |
+ Determines whether or not two users would receive messages between each
+ other.
+ description: |
+ Determines whether or not two users would receive messages between each
+ other. Factors such as incompatible parental control settings or blocked
+ status may prevent the delivery of messages between users
+ `Class.TextChannel|TextChannels` internally use this result to determine
+ whether to deliver messages between users. Note that this method is only
+ available for use in a `Class.Script` with
+ `Class.Script.RunContext|RunContext` of `Enum.RunContext.Server` or
+ `Enum.RunContext.Legacy`.
code_samples: []
parameters:
- name: userIdFrom
@@ -344,9 +357,15 @@ methods:
An example of a direct chat is a whisper channel between two users.
- You may use this method to gate certain features in your experience depending on the result.
+ You may use this method to gate certain features in your experience
+ depending on the result.
- When creating a `Class.TextChannel` for a direct chat, use `Class.TextChannel:SetDirectChatRequester` to set the requesterUserId so that the channel can determine whether to deliver messages between users. When `Class.TextChannel.DirectChatRequester` is non-nil, `Class.TextChannel|TextChannels` internally use this result to determine whether to deliver messages between users.
+ When creating a `Class.TextChannel` for a direct chat, use
+ `Class.TextChannel:SetDirectChatRequester` to set the requesterUserId so
+ that the channel can determine whether to deliver messages between users.
+ When `Class.TextChannel.DirectChatRequester` is non-nil,
+ `Class.TextChannel|TextChannels` internally use this result to determine
+ whether to deliver messages between users.
```lua
local whoCanDirectChat = TextChatService:CanUsersDirectChatAsync(requesterUserId, { userId1, userId2 })
@@ -358,21 +377,30 @@ methods:
end
```
- Note that this method is only available for use in a `Class.Script` with `Class.Script.RunContext|RunContext` of `Enum.RunContext.Server` or `Enum.RunContext.Legacy`.
+ Note that this method is only available for use in a `Class.Script` with
+ `Class.Script.RunContext|RunContext` of `Enum.RunContext.Server` or
+ `Enum.RunContext.Legacy`.
code_samples:
- TextChatService-User-Chat
parameters:
- name: requesterUserId
type: int64
default:
- summary: 'The user who would have initiated the direct chat request. If the requesterUserId is not in the current server, this method will error.'
+ summary: |
+ The user who would have initiated the direct chat request. If the
+ requesterUserId is not in the current server, this method will error.
- name: userIds
type: Array
default:
- summary: 'A list of users who the requesterUserId would like to chat with directly. Users not in the current server are ignored.'
+ summary: |
+ A list of users who the requesterUserId would like to chat with
+ directly. Users not in the current server are ignored.
returns:
- type: Array
- summary: 'A list of users who could participate in the direct chat request. If none of the users can direct chat with the requesterUserId, the result is an empty array.'
+ summary: |
+ A list of users who could participate in the direct chat request. If
+ none of the users can direct chat with the requesterUserId, the result
+ is an empty array.
tags:
- Yields
deprecation_message: ''
diff --git a/content/en-us/reference/engine/classes/TweenService.yaml b/content/en-us/reference/engine/classes/TweenService.yaml
index e873a3c23..9f3bb2e2b 100644
--- a/content/en-us/reference/engine/classes/TweenService.yaml
+++ b/content/en-us/reference/engine/classes/TweenService.yaml
@@ -161,7 +161,7 @@ methods:
tags: []
deprecation_message: ''
security: None
- thread_safety: Unsafe
+ thread_safety: Safe
capabilities: []
writeCapabilities: []
events: []
diff --git a/content/en-us/reference/engine/classes/UserInputService.yaml b/content/en-us/reference/engine/classes/UserInputService.yaml
index da42ee455..efae58e00 100644
--- a/content/en-us/reference/engine/classes/UserInputService.yaml
+++ b/content/en-us/reference/engine/classes/UserInputService.yaml
@@ -63,7 +63,7 @@ properties:
end
```
- If the device has an enabled accelerometer, you can get it's current
+ If the device has an enabled accelerometer, you can get its current
acceleration by using the `Class.UserInputService:GetDeviceAcceleration()`
function or track when the device's acceleration changes by using the
`Class.UserInputService.DeviceAccelerationChanged` event.
@@ -246,16 +246,15 @@ properties:
Determines whether the user's mouse can be moved freely or is locked.
description: |
This property sets how the user's mouse behaves based on the
- `Enum.MouseBehavior` Enum. The default value is
- Enum.MouseBehavior.Default.
+ `Enum.MouseBehavior` enum. It can be set to three values:
- It can be set to three values:
-
- 1. _Default_: The mouse moves freely around the user's screen.
- 2. _LockCenter_: The mouse is locked, and cannot move from, the center of
- the user's screen.
- 3. _LockCurrentPosition_: The mouse is locked, and cannot move from, it's
- current position on the user's screen at the time of locking.
+ - `Enum.MouseBehavior.Default` — The mouse moves freely around the
+ user's screen.
+ - `Enum.MouseBehavior.LockCenter` — The mouse is locked and cannot
+ move from the center of the user's screen.
+ - `Enum.MouseBehavior.LockCurrentPosition` — The mouse is locked and
+ cannot move from its current position on the user's screen at the time
+ of locking.
The value of this property does not affect the sensitivity of events
tracking mouse movement. For example,
@@ -391,7 +390,7 @@ properties:
summary: |
The content ID of the image used as the user mouse icon.
description: |
- The **MouseIcon** property determines the image used as the pointer. If
+ The `MouseIcon` property determines the image used as the pointer. If
blank, a default arrow is used. While the cursor hovers over certain UI
objects such as an `Class.ImageButton`, `Class.TextButton`,
`Class.TextBox`, or `Class.ProximityPrompt`, this image will be overridden
@@ -889,14 +888,14 @@ methods:
Returns the currently `Class.TextBox` the client is currently focused on.
description: |
This function returns the `Class.TextBox` the client is currently focused
- on. A TextBox can be manually selected by the user, or selection can be
- forced using the `Class.TextBox:CaptureFocus()` function. If no TextBox is
- selected, this function will return _nil_.
+ on. A `Class.TextBox` can be manually selected by the user, or selection
+ can be forced using the `Class.TextBox:CaptureFocus()` function. If no
+ `Class.TextBox` is selected, this function will return `nil`.
As `Class.UserInputService` is client-side only, this function can only be
used in a `Class.LocalScript`.
- See also:
+ ##### See Also
- `Class.UserInputService.TextBoxFocused`
- `Class.UserInputService.TextBoxFocusReleased`
@@ -904,7 +903,6 @@ methods:
- `Class.TextBox:IsFocused()`
- `Class.TextBox:ReleaseFocus()`
code_samples:
- - UserInputService-GetFocusedTextBox
parameters: []
returns:
- type: TextBox
@@ -1268,7 +1266,7 @@ methods:
textLabel.Text = "Press " .. UserInputService:GetStringForKeyCode(mapKey) .. " to open the map"
```
- #### Examples on QWERTY Keyboard
+ ##### Examples on QWERTY Keyboard
@@ -1297,7 +1295,7 @@ methods:
- #### Examples on AZERTY Keyboard
+ ##### Examples on AZERTY Keyboard
@@ -1326,7 +1324,7 @@ methods:
- #### Gamepad Usage
+ ##### Gamepad Usage
`Class.UserInputService:GetStringForKeyCode()|GetStringForKeyCode()`
returns the string mapping for the `Enum.KeyCode` for the most recently
@@ -1353,7 +1351,7 @@ methods:
imageLabel.Image = image
```
- #### Gamepad Mappings
+ ##### Gamepad Mappings
The directional pad key codes do not have any differences based on device.
`Enum.KeyCode.ButtonSelect` has slightly different behavior in some cases.
@@ -1431,7 +1429,7 @@ methods:
- #### System Images for KeyCodes
+ ##### System Images for KeyCodes
When using a `Enum.KeyCode` that may be better represented as an image,
such as for an `Class.ImageLabel` in a user interface, you can use the
@@ -1715,7 +1713,7 @@ methods:
gamepad. It returns `true` if the `Enum.UserInputType|gamepad` has the
specified `Enum.KeyCode|button` pressed down, otherwise it returns false.
- #### Valid UserInputTypes
+ ##### Valid UserInputTypes
The specified gamepad should be one of the following UserInputType enum
values:
@@ -1731,7 +1729,7 @@ methods:
- #### Valid KeyCodes
+ ##### Valid KeyCodes
The specified button should be one of the following KeyCodes enum values:
@@ -2555,12 +2553,12 @@ events:
summary: |
Fired when the client loses focus on a `Class.TextBox`.
description: |
- The TextBoxFocusReleased event fires when a client loses focus on a
- TextBox - typically when a client stops text entry into a TextBox by
- pressing return or clicking/touching elsewhere on the screen.
+ The `TextBoxFocusReleased` event fires when a client loses focus on a
+ `Class.TextBox`, typically when a client stops text entry by pressing
+ return or clicking/touching elsewhere on the screen.
- For example, the code below prints the name of the TextBox losing focus
- when the event fires.
+ For example, the code below prints the name of the `Class.TextBox` losing
+ focus when the event fires.
```lua
local UserInputService = game:GetService("UserInputService")
@@ -2573,18 +2571,17 @@ events:
```
It can be used alongside `Class.UserInputService.TextBoxFocused` to track
- when a TextBox gains and loses focus.
+ when a `Class.TextBox` gains and loses focus.
As this event only fires locally, it can only be used in a
`Class.LocalScript`.
- See also:
+ ##### See Also
- `Class.UserInputService:GetFocusedTextBox()`
- `Class.TextBox.Focused`
- `Class.TextBox.FocusLost`
code_samples:
- - UserInputService-TextBoxFocusReleased
parameters:
- name: textboxReleased
type: TextBox
@@ -2601,13 +2598,12 @@ events:
summary: |
Fired when the client focuses on a `Class.TextBox`.
description: |
- The TextBoxFocused event fires when a gains focus on a `Class.TextBox` -
- typically when a client clicks/taps on a text box to begin inputting text.
- This also fires if a text box focus is focused using
- `Class.TextBox:CaptureFocus()`.
+ This event fires when a gains focus on a `Class.TextBox`, typically when a
+ client clicks/taps on a text box to begin inputting text. This also fires
+ if a text box focus is focused using `Class.TextBox:CaptureFocus()`.
- For example, the code below prints the name of the TextBox focused when
- the event fires.
+ For example, the code below prints the name of the `Class.TextBox` focused
+ when the event fires.
```lua
local UserInputService = game:GetService("UserInputService")
@@ -2625,13 +2621,12 @@ events:
As this event only fires locally, it can only be used in a
`Class.LocalScript`.
- See also:
+ ##### See Also
- `Class.UserInputService:GetFocusedTextBox()`
- `Class.TextBox.Focused`
- `Class.TextBox.FocusLost`
code_samples:
- - UserInputService-TextBoxFocused
parameters:
- name: textboxFocused
type: TextBox
diff --git a/content/en-us/reference/engine/classes/WebViewService.yaml b/content/en-us/reference/engine/classes/WebViewService.yaml
index 7b41dc07b..d4fb9a12c 100644
--- a/content/en-us/reference/engine/classes/WebViewService.yaml
+++ b/content/en-us/reference/engine/classes/WebViewService.yaml
@@ -53,6 +53,10 @@ methods:
type: string?
default:
summary: ''
+ - name: showDomainAsTitle
+ type: bool?
+ default:
+ summary: ''
returns:
- type: void
summary: ''
@@ -87,6 +91,10 @@ methods:
type: string?
default:
summary: ''
+ - name: showDomainAsTitle
+ type: bool?
+ default:
+ summary: ''
returns:
- type: void
summary: ''
diff --git a/content/en-us/reference/engine/classes/Workspace.yaml b/content/en-us/reference/engine/classes/Workspace.yaml
index 7dea1d571..d1c2e1c3d 100644
--- a/content/en-us/reference/engine/classes/Workspace.yaml
+++ b/content/en-us/reference/engine/classes/Workspace.yaml
@@ -249,6 +249,23 @@ properties:
can_save: true
capabilities: []
writeCapabilities: []
+ - name: Workspace.FallHeightEnabled
+ summary: ''
+ description: ''
+ code_samples: []
+ type: bool
+ tags: []
+ deprecation_message: ''
+ security:
+ read: None
+ write: PluginSecurity
+ thread_safety: ReadSafe
+ category: Behavior
+ serialization:
+ can_load: true
+ can_save: true
+ capabilities: []
+ writeCapabilities: []
- name: Workspace.FallenPartsDestroyHeight
summary: |
Determines the height at which falling `Class.BasePart|BaseParts` and
diff --git a/content/en-us/reference/engine/datatypes/Font.yaml b/content/en-us/reference/engine/datatypes/Font.yaml
index dcca79913..983bb2306 100644
--- a/content/en-us/reference/engine/datatypes/Font.yaml
+++ b/content/en-us/reference/engine/datatypes/Font.yaml
@@ -14,8 +14,9 @@ description: |
`Datatype.Font` is used by the `Class.TextLabel.FontFace`,
`Class.TextButton.FontFace`, and `Class.TextBox.FontFace` properties.
- See also `Enum.Font` as an older alternative to this datatype that is required by some
- methods and properties (note that most fonts cannot be represented with this enum).
+ See also `Enum.Font` as an older alternative to this datatype that is required
+ by some methods and properties (note that most fonts cannot be represented
+ with this enum).
#### Font List
diff --git a/content/en-us/reference/engine/enums/AdFormat.yaml b/content/en-us/reference/engine/enums/AdFormat.yaml
new file mode 100644
index 000000000..5c244a6f0
--- /dev/null
+++ b/content/en-us/reference/engine/enums/AdFormat.yaml
@@ -0,0 +1,13 @@
+name: AdFormat
+type: enum
+summary: ''
+description: ''
+code_samples: []
+tags: []
+deprecation_message: ''
+items:
+ - name: RewardedVideo
+ summary: ''
+ value: 0
+ tags: []
+ deprecation_message: ''
diff --git a/content/en-us/reference/engine/enums/Font.yaml b/content/en-us/reference/engine/enums/Font.yaml
index 058989478..bc224a155 100644
--- a/content/en-us/reference/engine/enums/Font.yaml
+++ b/content/en-us/reference/engine/enums/Font.yaml
@@ -5,8 +5,9 @@ description: |
The `Enum.Font` enum is used in `Class.TextBox`, `Class.TextLabel`, and
`Class.TextButton` to determine how the GUI element will render its text.
- See also `Datatype.Font` as a newer alternative to this enum which encapsulates fonts
- as a datatype and provides access to more fonts than this enum allows.
+ See also `Datatype.Font` as a newer alternative to this enum which
+ encapsulates fonts as a datatype and provides access to more fonts than this
+ enum allows.
code_samples:
tags: []
deprecation_message: ''
diff --git a/content/en-us/reference/engine/enums/HapticEffectType.yaml b/content/en-us/reference/engine/enums/HapticEffectType.yaml
index 91a1c94ff..bc0c113d2 100644
--- a/content/en-us/reference/engine/enums/HapticEffectType.yaml
+++ b/content/en-us/reference/engine/enums/HapticEffectType.yaml
@@ -6,6 +6,11 @@ code_samples: []
tags: []
deprecation_message: ''
items:
+ - name: Custom
+ summary: ''
+ value: 0
+ tags: []
+ deprecation_message: ''
- name: UIHover
summary: ''
value: 1
diff --git a/content/en-us/reference/engine/enums/InfoType.yaml b/content/en-us/reference/engine/enums/InfoType.yaml
index 6f499770d..85d2cf244 100644
--- a/content/en-us/reference/engine/enums/InfoType.yaml
+++ b/content/en-us/reference/engine/enums/InfoType.yaml
@@ -10,19 +10,20 @@ deprecation_message: ''
items:
- name: Asset
summary: |
- Asset format type - the product is an asset.
+ The product is an asset.
value: 0
tags: []
deprecation_message: ''
- name: Product
summary: |
- Product format type - the product is a produce (e.g. Developer product).
+ Product such as a
+ [Developer Product](../../../production/monetization/developer-products.md).
value: 1
tags: []
deprecation_message: ''
- name: GamePass
summary: |
- GamePass format type - the product is a GamePass.
+ The product is a game pass.
value: 2
tags: []
deprecation_message: ''
diff --git a/content/en-us/reference/engine/enums/PromptCreateAvatarResult.yaml b/content/en-us/reference/engine/enums/PromptCreateAvatarResult.yaml
index 92c6139f3..332844b0b 100644
--- a/content/en-us/reference/engine/enums/PromptCreateAvatarResult.yaml
+++ b/content/en-us/reference/engine/enums/PromptCreateAvatarResult.yaml
@@ -61,3 +61,8 @@ items:
value: 11
tags: []
deprecation_message: ''
+ - name: TokenInvalid
+ summary: ''
+ value: 12
+ tags: []
+ deprecation_message: ''
diff --git a/content/en-us/reference/engine/enums/ShowAdResult.yaml b/content/en-us/reference/engine/enums/ShowAdResult.yaml
new file mode 100644
index 000000000..008a3fdd3
--- /dev/null
+++ b/content/en-us/reference/engine/enums/ShowAdResult.yaml
@@ -0,0 +1,33 @@
+name: ShowAdResult
+type: enum
+summary: ''
+description: ''
+code_samples: []
+tags: []
+deprecation_message: ''
+items:
+ - name: PlayerIneligible
+ summary: ''
+ value: 0
+ tags: []
+ deprecation_message: ''
+ - name: ExperienceIneligible
+ summary: ''
+ value: 1
+ tags: []
+ deprecation_message: ''
+ - name: NotShown
+ summary: ''
+ value: 2
+ tags: []
+ deprecation_message: ''
+ - name: ShowCompleted
+ summary: ''
+ value: 3
+ tags: []
+ deprecation_message: ''
+ - name: ShowInterrupted
+ summary: ''
+ value: 4
+ tags: []
+ deprecation_message: ''
diff --git a/content/en-us/tutorials/use-case-tutorials/ui/creating-hud-meters.md b/content/en-us/tutorials/use-case-tutorials/ui/creating-hud-meters.md
index 7f23f5209..57f04c0f5 100644
--- a/content/en-us/tutorials/use-case-tutorials/ui/creating-hud-meters.md
+++ b/content/en-us/tutorials/use-case-tutorials/ui/creating-hud-meters.md
@@ -254,7 +254,7 @@ To more clearly indicate the purpose of the meter, you can add an [image label](
-4. Locate the icon's `Class.ImageLabel.Image|Image` property and enter `rbxassetid://77750535767856`, the reference to a pre‑uploaded heart image (if desired, you can [import](../../../projects/assets/manager.md#importing-assets) your own image and use its asset ID).
+4. Locate the icon's `Class.ImageLabel.Image|Image` property and enter `rbxassetid://91715286435585`, the reference to a pre‑uploaded heart image (if desired, you can [import](../../../projects/assets/manager.md#importing-assets) your own image and use its asset ID).
diff --git a/content/en-us/tutorials/use-case-tutorials/vfx/basic-particle-effects.md b/content/en-us/tutorials/use-case-tutorials/vfx/basic-particle-effects.md
index 1ba47bfb2..6259332cd 100644
--- a/content/en-us/tutorials/use-case-tutorials/vfx/basic-particle-effects.md
+++ b/content/en-us/tutorials/use-case-tutorials/vfx/basic-particle-effects.md
@@ -19,9 +19,9 @@ The particles themselves are **2D images** that always face the camera. Particle
The example provided below is a model of a gold nugget. A simple particle effect will be used to make it sparkle.
-1. Create a `Class.MeshPart` in the Workspace and name it GoldNugget.
+1. Create a `Class.MeshPart` in the `Class.Workspace` and name it **GoldNugget**.
2. Set the **MeshId** property to `rbxassetid://2903918852`.
-3. Set the Material property to **Neon** and the Color property to **255**, **180**, **0**.
+3. Set the **Material** property to **Neon** and the **Color** property to `255, 180, 0`.