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update Open Source Docs from Roblox internal teams
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content/en-us/creator-rewards.md

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### Daily Engagement Rewards
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Creators earn 5 Robux each day if their experience is one of the first three an Active Spender plays
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for 10+ minutes.
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Creators earn 5 Robux each day if their experience is one of the first three an Active Spender plays for 10+ minutes.
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<table>
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Daily Engagement Rewards pays Creators 5 Robux for each user who spends at least 10 minutes in their experience over the course of the day. To qualify, the experience must be one of the first three experiences that the user visits that day, and the user must spend at least 10 minutes in it. Users must be Active Spenders (meaning they must have spent at least $9.99 in the past 60 days) for their sessions to be eligible.
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<h6 style={{marginTop: '36px'}}>Example 1</h6>
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An Active Spender visits 5 experiences during the day in the following order:
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1. Experience A for 2 minutes
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2. Experience B for 5 minutes
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3. Experience C for 10 minutes
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4. Experience D for 5 minutes
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5. Experience A for 10 minutes
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6. Experience E for 15 minutes
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Experience A (where the user spent a total of 12 minutes), Experience C (where the user spent 10 minutes), and Experience E (where the user spent 15 minutes) each earn 5 Robux that day.
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Experience B and Experience D do not earn 5 Robux because the user didn't spend 10 or more minutes in them that day.
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<h6 style={{marginTop: '36px'}}>Example 2</h6>
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An Active Spender visits 5 experiences during the day in the following order:
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1. Experience A for 2 minutes
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2. Experience B for 10 minutes
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3. Experience C for 15 minutes
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4. Experience D for 5 minutes
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5. Experience E for 15 minutes
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6. Experience A for 15 minutes
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Experience A (where the user spent a total of 17 minutes), Experience B (where the user spent 10 minutes), and Experience C (where the user spent 15 minutes) each earn 5 Robux because they were the first three experiences the user visited and spent at least 10 minutes in that day.
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Experience D does not earn 5 Robux because the user only spent 5 minutes in it.
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Experience E also does not earn 5 Robux because it was the fourth experience the user visited that day, even though they spent over 10 minutes in it.
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### Audience Expansion Rewards
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The audience expansion rewards system compensates Creators for bringing New Users to Roblox or for

content/en-us/studio/optimization/memory-usage.md

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### Analyze memory usage
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The tool provides five views that you can select from to view your Luau memory allocation based on different views:
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The tool provides many views into Luau memory usage:
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- **Graph** — Shows an aggregated memory usage tree, with each node representing an object with memory allocated.
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- **Object Tags** — Shows memory sizes and counts by runtime types, such as `function`, `table`, and `thread`.
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- **Memory Categories** — Shows memory sizes and counts by the engine-assigned memory categories. The engine assigns a memory category to an object at allocation time.
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- **Object Classes** — Shows memory sizes and counts by engine classes that your scripts use and store their instances, such as `EnumItem`, `Animation`, `CFrame`.
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- **Unique References** — Shows counts and total numbers of instances that don't have a parent in the data model and are only reachable by scripts, along with all paths that pin the instance object.
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- **Memory Categories** — Shows memory sizes and counts by engine-assigned memory categories. The engine assigns a memory category to an object at allocation time.
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- **Object Classes** — Shows memory sizes and counts by engine classes that your scripts use and store their instances, such as `EnumItem`, `Animation`, `CFrame`. Critically, this view does not show memory usage within the engine itself, only the Luau VM.
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- **Unique References** and **Unparented Instances** — Shows counts and total numbers of instances for **unique references** or **all remaining references** that don't have a parent in the data model and are only reachable by scripts. Also shows all paths that pin the instance object.
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#### Graph
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- Self — The memory directly allocated for the data structure itself, excluding the memory usage by any content it contains.
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<Alert severity="info">
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The graph view displays elements smaller than 2KB as a single `` node.
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The graph view displays elements smaller than 2 KB as a single `` node.
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<img src="../../assets/studio/console/Graph-View.jpeg" width="800" alt="An example Graph view" />
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The **Memory Categories** view shows memory sizes and counts by memory categories, which the engine assigns to objects at allocation time. By default, the memory category has the same name as the script, or you can assign custom memory category names using the `debug.setmemorycategory` function.
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#### Unique references
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#### Unique references and unparented instances
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The **Unique References** view shows memory usage of instances that don't have a parent in the data model and are only reachable by scripts, along with all paths that pin the instance object. This view has two metrics:
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The **Unique References** and **Unparented Instances** views are related. Both show memory usage of instances that don't have a parent in the data model and are only reachable by scripts, along with all paths that pin the instance object. The only difference is whether the instance is a unique reference or not. Both views show two metrics:
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- **Count**Shows the number of instances with the same name that are reachable from the same path, such as multiple instances named `Dragon` in the same table.
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- **Total Instances**Shows the total number of objects inside those roots, such as all parts, scripts, and sound objects that construct a `Dragon` instance.
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- **Count**The number of instances with the same name that are reachable from the same path, such as multiple instances named `Dragon` in the same table.
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- **Total Instances**The total number of objects inside those roots, such as all parts, scripts, and sound objects that construct a `Dragon` instance.
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<img src="../../assets/studio/console/Unique-Reference-View.jpeg" width="800" alt="An example Unique Reference view" />
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This view is useful for identifying unnecessary connected instances, which you need to disconnect when you no longer need them. If you see many unexpected instances in this view, check out the paths holding them and evaluate whether they are necessary.
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These views are useful for identifying unnecessary connected instances, which you need to disconnect when you no longer need them. If you see many unexpected instances in this view, check out the paths holding them and evaluate whether they are necessary.

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