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update Open Source Docs from Roblox internal teams
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content/en-us/marketplace/publish-to-marketplace.md

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@@ -245,14 +245,6 @@ The following location options are available for all items:
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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/reference/engine/classes/DataModel.yaml

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Returns true if the client has finished loading the game for the first
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time.
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description: |
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This function returns true if the client has finished loading the game for
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the first time.
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When all initial `Class.Instance|Instances` in the game have finished
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replicating to the client, this function will return true.
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replicating to the client, this function returns true.
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Unless they are parented to `Class.ReplicatedFirst`,
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`Class.LocalScript|LocalScripts` will not run while the game has not
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loaded. The following snippet, ran from a `Class.LocalScript` in
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`Class.ReplicatedFirst` will yield until the game has loaded:
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`Class.LocalScript|LocalScripts` do not run until the game has loaded.
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The following snippet, run from a `Class.LocalScript` in
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`Class.ReplicatedFirst` yields until the game has loaded:
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```lua
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if not game:IsLoaded() then
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See also:
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- [Replication order](../../../scripting/attributes.md#replication-order)
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for a more detailed summary of the loading process.
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- `Class.DataModel.Loaded`, an event that fires when the game has loaded
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- `Class.Instance:WaitForChild()`, a function which can be used to wait
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for an individual `Class.Instance` to replicate without having to wait
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for the whole game to
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for the whole game to finish loading.
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code_samples:
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- Custom-Loading-Screen
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parameters: []
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summary: |
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Fires on the client when the game finishes loading for the first time.
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description: |
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This event fires on the client when the game finishes loading for the
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first time.
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The Loaded event fires when all initial `Class.Instance|Instances` in the
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game have finished replicating to the client.
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This event fires on the client when all initial `Class.Instance|Instances`
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in the game have finished replicating to the client.
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Unless they are parented to `Class.ReplicatedFirst`,
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`Class.LocalScript|LocalScripts` will not run prior to this event firing.
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The following snippet, ran from a `Class.LocalScript` in
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`Class.ReplicatedFirst`, will yield until the game has loaded:
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`Class.LocalScript|LocalScripts` do not run until the game has loaded.
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The following snippet, run from a `Class.LocalScript` in
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`Class.ReplicatedFirst` yields until the game has loaded:
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```
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```lua
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if not game:IsLoaded() then
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game.Loaded:Wait()
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end
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```
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See also:
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- `Class.DataModel:IsLoaded()`, a function that returns if the game is
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loaded or not
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- [Replication order](../../../scripting/attributes.md#replication-order)
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for a more detailed summary of the loading process.
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- `Class.DataModel.Loaded`, an event that fires when the game has loaded
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- `Class.Instance:WaitForChild()`, a function which can be used to wait
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for an individual `Class.Instance` to replicate without having to wait
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for the whole game to load.
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for the whole game to finish loading.
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code_samples:
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parameters: []
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tags: []

content/en-us/scripting/attributes.md

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1. When it finishes, the `Class.DataModel.Loaded|game.Loaded` event fires and `Class.DataModel:IsLoaded()|game:IsLoaded()` returns true.
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1. `LocalScripts` in `StarterPlayerScripts` run, as well as client `Scripts` in `Class.ReplicatedStorage`. These scripts can safely get objects from `StarterPlayerScripts` and `ReplicatedStorage` without using `WaitForChild()`.
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1. `LocalScripts` in `Players.Player.PlayerScripts` (copied from `StarterPlayerScripts`) run, as well as client `Scripts` in `Class.ReplicatedStorage`. These scripts can safely get objects from `ReplicatedStorage` without using `WaitForChild()`.
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1. The player's `Class.Player.Character|Character` model spawns in the experience.
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1. `LocalScripts` in `StarterCharacterScripts` run.
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1. `LocalScripts` in `Workspace.Character` (copied from `StarterCharacterScripts`) run.
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If your experience uses [instance streaming](../workspace/streaming.md) (`Class.Workspace.StreamingEnabled`), some or most objects might not have loaded into the workspace, so using `WaitForChild()` to access workspace objects becomes an even more important safety measure. In particular, see [Stream in](../workspace/streaming.md#stream-in) and [Per-model streaming controls](../workspace/streaming.md#per-model-streaming-controls) for additional information on loading and tuning streaming behavior.
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