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content/common/navigation/engine/reference.yaml

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type: engineapi
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source: /reference/engine/classes/AudioSearchParams.yaml
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ignoreTranslation: true
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- title: AudioTextToSpeech
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path: /reference/engine/classes/AudioTextToSpeech
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type: engineapi
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source: /reference/engine/classes/AudioTextToSpeech.yaml
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ignoreTranslation: true
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- title: AvatarCreationService
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path: /reference/engine/classes/AvatarCreationService
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type: engineapi
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type: engineapi
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source: /reference/engine/classes/MarketplaceService.yaml
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ignoreTranslation: true
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- title: MatchmakingService
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path: /reference/engine/classes/MatchmakingService
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type: engineapi
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source: /reference/engine/classes/MatchmakingService.yaml
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ignoreTranslation: true
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- title: MaterialService
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path: /reference/engine/classes/MaterialService
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type: engineapi

content/en-us/art/modeling/surface-appearance.md

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</TabItem>
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</Tabs>
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There are two outcomes of `Enum.AlphaMode|Transparency` mode, depending on whether the `Class.MeshPart.Transparency` is set to `0` or **at&nbsp;least** `0.02`, although numerical precision may result in small values such as `0.01` triggering the opaque transparency.
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- When alpha is used to cut out the shape of mostly opaque objects with hard edges such as foliage, lace fabric, and netting, set the `Class.MeshPart.Transparency` to `0`. When parts of the surface are fully opaque, the Roblox engine can render them with proper depth‑based occlusion. Opaque surfaces also generally work better with depth‑based effects like `Class.DepthOfFieldEffect`, glass and water refraction, and water reflection.
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- When alpha is used to add detail to semi‑transparent objects or objects with smooth gradients of transparency, set the `Class.MeshPart.Transparency` to **at&nbsp;least** `0.02`. This improves the quality of blending for objects such as dirty windows and soft‑edged feathers, but it will not work with all effects.
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#### Color tinting
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You can apply a tint to your color map by modifying the `Class.SurfaceAppearance.Color` property. Tinting does not affect performance and you can save on memory by reusing a single ColorMap with different tints. Use color tinting to create additional low-cost variation between your `Class.MeshPart` PBR textures or to programmatically modify your PBR surface colors in real-time.
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content/en-us/marketplace/publish-to-marketplace.md

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</tbody>
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</table>
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### Schedule item sale
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To schedule the sale of your asset in the **Manage Item** page, click **Schedule Sale** under the **On Sale** toggle and enter a **Sale Start** date and an optional **Sale End** date. If you don't enter an end date, the item is on sale indefinitely.
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You can use scheduling to sell both Limited and Non-Limited assets.
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You can schedule sales up to 30 days in advance.
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### Publish item
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When first publishing your asset, select the **Publish Item** button at the end of the form to pay the [publishing fee](../marketplace/marketplace-fees-and-commissions.md#publishing-advance) and list your item on sale.

content/en-us/production/monetization/avatar-items.md

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- **View top performing items:** See your top selling and top grossing Avatar Items over a selected time period.
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- **Analyze overall sales and net revenue:** Showcase up to eight top items on a time-series graph.
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- **Monitor your catalog:** Examine a table with up to 400 items, sortable by sales and net revenue.
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- **View buyer demographics:** See the demographic information of buyers, including age, gender, location, and platform.
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<img src="../../assets/monetization/avatar-items/avatar-items-analytics-2.png" width="100%" />
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<img src="../../assets/monetization/avatar-items/avatar-item-analytics-3.png" width="100%" />

content/en-us/production/promotion/share-links.md

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## Create a share link
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<Alert severity="warning">
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You can only create share links for experiences you own. For group-owned experiences, you must be a member of the group and the share link must be created from the group account.
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You can only create share links for experiences you own. For group-owned experiences, you must be a member of the group with the **Create and configure share links** permission, and the share link must be created from the group account.
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</Alert>
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To create a share link:
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1. In the Creator Hub, go to **Creations** and select the **Share Links** tab.
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1. In the [Creator Dashboard](https://create.roblox.com/dashboard/creations), go to **Creations** and select the **Share Links** tab.
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2. Click **Create link**.
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3. Enter a unique campaign name and select the experience you want to create a share link for.
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<img src="../../assets/promotion/Share-Link-Creation.png" width="540" />
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4. Click **Generate link**.
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<img src="../../assets/promotion/Share-Link-Creation.png" width="540" />
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4. <Chip label="optional" size="medium" variant="outlined" /> To enable custom `Class.Player:GetJoinData()|LaunchData`, toggle on **Use custom LaunchData** and enter a `LaunchData` parameter.
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5. Click **Generate link**.
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The new share link generates instantly and is ready to be shared.

content/en-us/projects/groups.md

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Group ownership of experiences helps creators collaborate and operate as independent studios. If a conflict arises within a group, Roblox cannot help arbitrate or resolve disagreements.
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</Alert>
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## Create a new group
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## Group creation
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Creating a group costs 100 Robux. New groups maintain certain capabilities on the legacy [Groups](https://www.roblox.com/groups) pages, but improved workflows and options for [configuring roles/permissions](#roles-and-permissions) and [inviting members](#invite-members) are only available on the [Creator Dashboard](https://create.roblox.com/dashboard/creations).
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<table>
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<thead>
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<tr>
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<th colspan="2">Group permissions</th>
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<th colspan="2">Group Permissions</th>
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</tr>
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</thead>
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<tbody>
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<td>**Configure group profile**</td>
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<td>Members with this role can update the group's name, description, and other metadata. Does not include transferring ownership, which only the owner can do.</td>
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</tr>
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<tr>
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<td>**View group activity history**</td>
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<td>Members with this role can view group [activity history](https://create.roblox.com/dashboard/group/activity-history).</td>
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</tr>
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</tbody>
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<thead>
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<tr>
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<th colspan="2">Experience permissions</th>
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<th colspan="2">Experience Permissions</th>
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</thead>
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<tbody>
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<td>**View all analytics for group experiences**</td>
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<td>Members with this role can access the [analytics](../production/analytics/index.md) of all experiences owned by the group, even if they don't have edit access.</td>
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</tr>
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<tr>
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<td>**Create and configure share links**</td>
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<td>Members with this role can create/configure [share links](../production/promotion/share-links.md).</td>
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</tr>
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<tr>
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<td>**Configure bans for all group experiences**</td>
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<td>Members with this role can ban and manage banned users for all experiences owned by the group.</td>
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</tr>
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<thead>
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<th colspan="2">Group revenue</th>
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<th colspan="2">Group Revenue</th>
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<td>Members with this role can view the group Robux balance, any configured recurring split payouts, and (in the future) new revenue logging features.</td>
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</tr>
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<tr>
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<td>**Advertise group**</td>
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<td>**Create Ad Campaigns for the group**</td>
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<td>Members with this role can advertise the group.</td>
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<thead>
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<tr>
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<th colspan="2">Avatar item permissions</th>
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<th colspan="2">Avatar Item Permissions</th>
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<th colspan="2">Open Cloud permissions</th>
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<th colspan="2">Open Cloud Permissions</th>
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<th colspan="2">Asset Permissions</th>
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content/en-us/reference/engine/classes/AssetService.yaml

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thread_safety: Unsafe
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capabilities: []
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writeCapabilities: []
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- name: AssetService:CanEditAssetAsync
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summary: ''
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description: ''
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code_samples: []
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parameters:
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- name: content
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type: Content
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default:
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summary: ''
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returns:
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- type: bool
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summary: ''
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tags:
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- Yields
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deprecation_message: ''
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security: RobloxScriptSecurity
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thread_safety: Unsafe
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capabilities: []
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writeCapabilities: []
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- name: AssetService:CreateAssetAsync
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summary: |
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Creates a new asset from the given object.
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Returns a new `Class.EditableMesh` object created from an existing mesh
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content ID.
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Returns a new `Class.EditableMesh` object created from an existing mesh
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content ID. By default a `Class.EditableMesh` created from this method
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will be fixed size such that mesh data can only be modified, not added nor
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removed. A fixed size `Class.EditableMesh` consumes less memory and should
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be preferred when possible.
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Returns a new `Class.EditableMesh` object created from an existing
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`Class.EditableMesh` or mesh `Datatype.Content` ID. By default, an
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`Class.EditableMesh` created from this method will be fixed size such that
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mesh data can only be modified, not added nor removed. A fixed size
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`Class.EditableMesh` consumes less memory and should be preferred when
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If the device-specific editable memory budget is exhausted, creation will
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