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update Open Source Docs from Roblox internal teams
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content/en-us/chat/guidelines.md

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## Requirements
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- All experiences that offer in-experience text chat for users must integrate `Class.TextChatService`, per the [Misusing Roblox Systems Community Standard](https://en.help.roblox.com/hc/en-us/articles/203313410-Roblox-Community-Standards).
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- Between 30 December 2024 and 30 April 2025, creators that use a custom chat solution not powered by `Class.TextChatService` or a modified or forked [Legacy Chat](legacy/legacy-chat-system.md) can continue to use their existing feature, but must also deploy the `Class.TextChatService:CanUserChatAsync()|CanUserChatAsync()` and `Class.TextChatService:CanUserDirectChatAsync()|CanUserDirectChatAsync()` methods in their experiences.
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- After 30 April 2025, all creators must use the `Class.TextChatService` API.
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- For more information on migrating, see the [Roblox Developer Forum](https://devforum.roblox.com/t/migrate-to-textchatservice-removing-support-for-legacy-chat-and-custom-chat-systems/3237100).
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- All experiences that offer in-experience text chat for users must integrate `Class.TextChatService`, per the [Misusing Roblox Systems Community Standard](https://en.help.roblox.com/hc/en-us/articles/203313410-Roblox-Community-Standards). For information on migrating from the legacy chat system, see the [Roblox Developer Forum](https://devforum.roblox.com/t/migrate-to-textchatservice-removing-support-for-legacy-chat-and-custom-chat-systems/3237100) and [Migrate from legacy chat](in-experience-text-chat.md#migrate-from-legacy-chat).
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- All incoming text that originates from another user must first use [Text Filtering](../ui/text-filtering.md) before your experience displays it.
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- Communication between users must respect user privacy settings.
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- `Class.TextChannel:SendAsync()` handles basic privacy and parental settings automatically.

content/en-us/chat/in-experience-text-chat.md

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## Migrate from legacy chat
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This section assists you in migrating from the [legacy chat system](../chat/legacy/legacy-chat-system.md) by providing alternative methods for implementing common chat functionalities and behaviors using `Class.TextChatService`.
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This section assists you in migrating from the legacy chat system by providing alternative methods for implementing common chat functionalities and behaviors using `Class.TextChatService`.
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1. In the [Explorer](../studio/explorer.md) window, select `Class.TextChatService`.
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2. In the [Properties](../studio/properties.md) window, find the `Class.TextChatService.ChatVersion|ChatVersion` dropdown and select `Enum.ChatVersion|TextChatService`.

content/en-us/education/build-it-play-it-island-of-move/sharing-animations.md

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### Troubleshooting tips
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**Issue**: Animation Not Loading
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In the original `.RBXM` file, make sure there is a saved `Class.KeyFrameSequence` object.
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In the original `.RBXM` file, make sure there is a saved `Class.KeyframeSequence` object.
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<img src="../../assets/education/build-it-play-it-island-of-move/sharing-animations/animation-keyframe.png" width="50%" />
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If only a `Class.Keyframe` object was imported, try re-exporting the original animation and importing again. Make sure to export the named `Class.KeyFrameSequence` and not just a keyframe object.
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If only a `Class.Keyframe` object was imported, try re-exporting the original animation and importing again. Make sure to export the named `Class.KeyframeSequence` and not just a keyframe object.

content/en-us/marketplace/moderation.md

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If you archive an avatar item:
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- Your item will no longer be discoverable in Marketplace, and additional users will not be able to acquire it.
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- Your item will no longer be discoverable in Marketplace and additional users will not be able to acquire it.
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- Existing owners of your item will continue owning the item in the inventory and can equip it on their avatar.
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- The underlying development assets for the avatar item will continue to exist, and you can still insert the archived avatar item into Studio if the assetID is known.
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- An archived item may still be the subject of an IP takedown report, but your decision to archive the item will be considered when applying any account penalties related to the IP report.
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1. Navigate to **Creator Dashboard** > **Creations**.
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2. On the asset you intend to archive, click the three dots on the thumbnail.
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3. Select **Archive in Marketplace**
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3. Select **Archive in Marketplace**.
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<Alert severity ='warning'>
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This process is not a substitute for being vigilant about not infringing on the IP rights of others when creating and uploading content.

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

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To learn more about using this function, see **Animation Events** in the
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[Animation Editor](../../../animation/editor.md) article.
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#### More About Keyframes
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`Class.Keyframe` names can be set in the Roblox
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[Animation Editor](../../../animation/editor.md) when creating or editing
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an animation. They cannot, however, be set by a `Class.Script` on an
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existing animation prior to playing it.
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`Class.Keyframe` names do not need to be unique. For example, if an
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`Class.Animation` has three keyframes named "EmitParticles," the connected
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event returned by this function will fire each time one of these keyframes
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is reached.
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See also:
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- `Class.KeyframeMarker`
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- `Class.AnimationTrack`, controls the playback of an animation on a
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`Class.Humanoid` or `Class.AnimationController`
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- `Class.Keyframe`, holds the `Class.Pose|Poses` applied to joints in a
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type: string
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default: ''
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summary: |
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The name of the `KeyFrameMarker` the signal is being created for.
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The name of the `Class.KeyframeMarker` the signal is being created for. Not to be confused with the name of the `Class.Keyframe`.
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returns:
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- type: RBXScriptSignal
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summary: |
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The signal created and fired when the animation reaches the created
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`KeyFrameMarker`.
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`KeyframeMarker`. Not to be confused with the name of the `Class.Keyframe`.
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tags: []
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deprecation_message: ''
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security: None

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

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It inherits the `Class.Instance.Name|Keyframe.Name` property from
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`Class.Instance` and behaves identically. Names are used for identification
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and no not need to be unique. When multiple KeyFrameMarkers with the same name
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are attached to a KeyFrame, events such as the one returned by
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and do not need to be unique. When multiple `KeyframeMarker` instances with the
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same name are attached to a `Class.Keyframe`, events such as the one returned by
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`Class.AnimationTrack:GetMarkerReachedSignal()` will fire for every marker.
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See also:

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

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this property will move the scale as though `Model/ScaleTo` was called on
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it.
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description: |
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Setting this property in the properties pane will scale the model as
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Setting this property in the Properties window will scale the model as
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though `Model/ScaleTo` was called on it, scaling all descendant Instances
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in the model such that the model has the specified scale factor relative
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in the model, such as materials, images, and the 3D geometry of parts, so that the model has the specified scale factor relative
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to its original size.
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This property is only available in Studio and will throw an error if used

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