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content/en-us/production/promotion/ads-manager.md

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@@ -84,14 +84,18 @@ To create an ad campaign with the new Ads Manager:
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1. Go to **Manage Ads** and click **Create Campaign**.
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2. Under **Experience**, select the experience you want players to join when they click on your ad.
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3. Under **Goal & Name**, enter a name for the campaign. Currently, the only goal available is **Maximize plays**, which gets you the most plays at the lowest cost.
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3. Under **Goal & Name**, enter a campaign name and select one of the following goals for the campaign:
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- **Maximize Plays** to get the most plays at the lowest cost.
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- **Drive Retention** to turn visitors into regulars by re-engaging recent new players.
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- **Reactivate Users** to reach players who have played your experience in the last 180 days but who haven't played in the last 30 days.
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4. Under **Budget & Schedule**:
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1. Choose between a **Daily Budget** and a **Lifetime Budget**.
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2. Select a **Payment Method**. If you're using ad credits, make sure the campaign budget does not exceed the available ad credits in your account.
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3. Set a **Duration** for your campaign.
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4. Set a **Start Date** and a **Start Time** for your campaign.
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5. Under **Creative**, choose up to 5 thumbnails to show on players' Home page.
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6. Click **Publish** and confirm submission. Your ad campaign will go live after it's approved by the moderation team.
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6. (Optional) Under **Audience Targeting**, customize the campaign's reach by only showing ads to players in specific locations and using specific devices.
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7. Click **Publish** and confirm submission. Your ad campaign will go live after it's approved by the moderation team.
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<Alert severity="info">
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Roblox tries to complete moderation within 24 hours for each ad submitted. Ads that do not pass moderation show the status of rejected.

content/en-us/production/promotion/content-maturity.md

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@@ -10,7 +10,7 @@ Content maturity consists of two components:
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- **Content maturity label** - Indicates the level of maturity suitable for the experience according to child development research and industry standards.
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- **Content descriptors** - Indicates what type of content is within an experience, such as realistic depictions of blood or paid item trading.
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If an experience does not have guidelines, Roblox restricts the playability of the experience on the platform for players younger than 13. In addition, experiences without guidelines cannot contain any [Restricted content](https://en.help.roblox.com/hc/en-us/articles/15869919570708-Roblox-17-Policy-Standards) without risk of moderation. For this reason, Roblox strongly recommends that you fill out the questionnaire for each of your experiences so that they're available to the largest appropriate audience as possible.
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If an experience does not have accurate or all content maturity information, Roblox restricts the playability of the experience on the platform for players younger than 13. In addition, experiences without content maturity information cannot contain any [Restricted content](https://en.help.roblox.com/hc/en-us/articles/15869919570708-Roblox-17-Policy-Standards) without risk of moderation. For this reason, Roblox strongly recommends that you fill out the questionnaire for each of your experiences so that they're available to the largest appropriate audience as possible.
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<Alert severity="warning">
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Content descriptors that generate content maturity labels are separate from [genres](../publishing/experience-genres.md) that classify experiences according to their core gameplay. In cases where there is overlap between genres and in-experience content or behavior, answer the Maturity & Compliance questionnaire as accurately as you can regardless of your genre selection or assignment from Roblox.
@@ -424,4 +424,14 @@ Roblox relies on the information you provide in the Maturity & Compliance Questi
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- Roblox provides a moderation action.
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- If your experience contains restricted content without a Restricted maturity label, your experience is subject to moderation consequences.
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- If your experience contains content that is prohibited by Roblox's [Community Standards](https://en.help.roblox.com/hc/en-us/articles/203313410), [Terms of Use](https://en.help.roblox.com/hc/articles/115004647846), or [Restricted Content Policy](https://en.help.roblox.com/hc/articles/15869919570708), your experience is subject to moderation consequences.
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- If your experience otherwise has inaccurate content maturity information according to its content, Roblox may remove the maturity label (or only some or all descriptors if the maturity label is Restricted) from your experience. If an experience does not have guidelines, Roblox restricts the playability of the experience on the platform for players younger than 13.
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- If your experience otherwise has inaccurate content maturity information according to its content, Roblox may remove the maturity label (or only some or all descriptors if the maturity label is Restricted) from your experience. If an experience does not have content maturity information, Roblox restricts the playability of the experience on the platform for players younger than 13.
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- If you repeatedly include inaccurate content maturity information, **your experience and/or account is subject to moderation consequences**.
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If receive a moderation action and believe Roblox made a mistake, you can appeal the decision:
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1. Navigate to [roblox.com/support](http://roblox.com/support).
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1. After you confirm your contact information and device type,
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1. Set **Type of help category** to **Moderation**. A new dropdown menu displays.
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1. Set **Help Subcategory Type** to **I was wrongly moderated for other content I created**.
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1. In the input field, describe why the moderation action was a mistake.
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1. Click the **Continue** button to submit your appeal.

content/en-us/reference/engine/classes/InputAction.yaml

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name: InputAction
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type: class
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memory_category: Instances
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summary: ''
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description: ''
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summary: |
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Defines a gameplay action mechanic. These actions are then mapped to hardware
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inputs using `Class.InputBinding`.
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description: |
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`InputAction` defines a gameplay action mechanic such as "Jump," "Sprint," or
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"Shoot." These actions are then mapped to hardware inputs using
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`Class.InputBinding`. An `InputAction` will check for its first ancestor type
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of `Class.InputContext` and register itself to that context (if there is no
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ancestor context, it will be registered to a default context).
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code_samples: []
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inherits:
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- Instance
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deprecation_message: ''
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properties:
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- name: InputAction.Enabled
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summary: ''
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description: ''
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summary: |
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Determines if the `InputAction` is enabled or not.
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description: |
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Determines if the `InputAction` is enabled or not. The action state will
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be reset if this property is toggled to `false`.
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code_samples: []
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type: boolean
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tags: []
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capabilities: []
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writeCapabilities: []
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- name: InputAction.Type
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summary: ''
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description: ''
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summary: |
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Specifies what type of input value the action is expecting.
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description: |
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Specifies what type of input value the action is expecting. See
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`Enum.InputActionType` for more details.
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code_samples: []
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type: InputActionType
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tags: []
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writeCapabilities: []
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methods:
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- name: InputAction:Fire
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summary: ''
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description: ''
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summary: |
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Updates the `InputAction` to the given state and fires the appropriate
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signals.
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description: |
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Updates the `InputAction` to the given state and fires the appropriate
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signals. This method is most useful for script‑triggered "input" where the
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passed `state` should trigger events like
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`Class.InputAction.Pressed|Pressed` or
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`Class.InputAction.StateChanged|StateChanged` regardless of whether the
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player triggered that state through normal inputs.
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This method will only accept a `state` parameter that matches the
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`Class.InputAction.Type|Type` and attempting to call it with a mismatched
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type will cause an error, for example passing a state of `0.5` when the
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`Class.InputAction.Type|Type` is `Enum.InputActionType|Bool`.
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Note that this method follows the conditions of
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`Class.InputAction.Pressed|Pressed`,
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`Class.InputAction.Released|Released`, and
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`Class.InputAction.StateChanged|StateChanged`. For example, if you make
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multiple consecutive calls to `Fire()` with a state of `true`,
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`Class.InputAction.StateChanged|StateChanged` will only fire on the first
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state change and the subsequent calls to `Fire()` will do nothing.
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code_samples: []
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parameters:
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- name: value
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type: Variant
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default: ''
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summary: ''
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summary: |
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Value to which to update the `InputAction`.
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returns:
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- type: ()
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summary: ''
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capabilities: []
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writeCapabilities: []
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- name: InputAction:GetState
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summary: ''
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description: ''
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summary: |
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Returns the current state of the `Class.InputAction`.
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description: |
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Returns the current state of the `Class.InputAction`, for example `true`
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for an action with `Class.InputAction.Type|Type` set to
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`Enum.InputActionType|Bool`.
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code_samples: []
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parameters: []
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returns:
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- type: Variant
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summary: ''
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summary: |
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The current state of `Class.InputAction`.
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tags: []
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deprecation_message: ''
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security: None
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writeCapabilities: []
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events:
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- name: InputAction.Pressed
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summary: ''
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description: ''
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summary: |
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Fires only when the `Class.InputAction.Type` is set to
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`Enum.InputActionType|Bool` on a state transition from `false` to `true`.
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description: |
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This event fires only when the `Class.InputAction.Type|Type` is set to
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`Enum.InputActionType|Bool`, and only when the state transitions from
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`false` to `true`.
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parameters: []
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tags: []
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capabilities: []
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writeCapabilities: []
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- name: InputAction.Released
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summary: ''
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description: ''
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summary: |
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Fires only when the `Class.InputAction.Type` is set to
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`Enum.InputActionType|Bool` on a state transition from `true` to `false`.
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description: |
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This event fires only when the `Class.InputAction.Type|Type` is set to
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`Enum.InputActionType|Bool`, and only when the state transitions from
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`true` to `false`.
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parameters: []
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tags: []
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capabilities: []
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- name: InputAction.StateChanged
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summary: ''
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description: ''
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summary: |
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Fires for all `Enum.InputActionType` types whenever the state changes,
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except if the state attempts to transition to the same state.
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description: |
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This event fires for all `Enum.InputActionType` types whenever the state
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changes, except if the state attempts to transition to the same state.
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code_samples: []
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parameters:
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- name: value
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type: Variant
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default: ''
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summary: ''
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summary: |
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The new state of the `Class.InputAction`.
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tags: []
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deprecation_message: ''
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security: None

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