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

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**Retrieval (stage 1)**: Roblox has millions of experiences, and we need a way to figure out which ones to show to a particular user, personalized to them. Our system selects a subset of experiences that each user might enjoy playing based on signals like engagement, retention, monetization, and friend plays.
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Engagement signals from sponsored ads, search, charts, friends, teleport, notifications, and other social media sharing can accelerate your consideration for organic distribution. Experiences that have even a small number of people playing can signal to our system that the experience is worth distributing to more users who might find the game enjoyable through Recommended for You.
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Engagement signals from sponsored ads, Today's Picks, search, Charts, friends, teleport, notifications, and other social media sharing can accelerate your consideration for organic distribution. Experiences that have even a small number of people playing can signal to our system that the experience is worth distributing to more users who might find the game enjoyable through Recommended for You.
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**Ranking (stage 2)**: The ranking stage takes the input from the retrieval stage and selects the most relevant experiences to be ranked in a personalized way and shown to each user. There is also some exploration besides the relevancy ranking to users. How far your game goes and how much organic distribution it gets depends entirely on the engagement of users who come through Recommended for You.
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content/en-us/production/experiments.md

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Roblox calculates MDE using your goal metric and number of players per variant, which is based on daily active users, rollout percentage, experiment duration, and variant splits. If the MDE is too high for your goal metric (for example, more than 100%), it's unlikely you can reach statistical significance. Experiences with fewer than 1,000 daily active users might struggle to get useful data from experiments.
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<img src="../assets/analytics/configs/experiment-mde.png" alt="Insufficient MDE screen during creation." width="300" />
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![Insufficient MDE screen during creation.](../assets/analytics/configs/experiment-mde.png)
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- **Let experiments run for their full durations.** The novelty effect (temporary interest in a change not because it's better, but because it's new) can heavily skew early results, sometimes causing them to swing in and out of statistical significance. Ending experiments early increases the odds of you taking premature action based on anomalous spikes that more data would have smoothed out or even contradicted.
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content/en-us/reference/engine/classes/BasePart.yaml

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`Class.BasePart.CFrame|CFrame` is set instead.
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[1]: https://en.wikipedia.org/wiki/Euler_angles
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[2]: https://en.wikipedia.org/wiki/Euler_angles#TaitBryan_angles
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[2]: https://en.wikipedia.org/wiki/Euler_angles#Tait-Bryan_angles
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When setting this property, any `Class.Weld|Welds` or
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`Class.Motor6D|Motor6Ds` connected to this part will have the matching

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

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code_samples: []
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parameters:
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- name: input
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type: ArrayView
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type: buffer
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default:
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summary: |
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`Library.buffer` containing Base64 data to decode
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returns:
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- type: vector
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- type: buffer
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summary: |
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`Library.buffer` with the decoded result
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tags: []
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code_samples: []
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parameters:
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- name: input
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type: ArrayView
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type: buffer
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default:
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summary: |
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`Library.buffer` containing binary data to encode
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returns:
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- type: vector
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- type: buffer
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summary: |
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`Library.buffer` with the encoded result
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tags: []
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code_samples: []
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parameters:
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- name: input
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type: ArrayView
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type: buffer
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default:
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`Library.buffer` with binary data to compress
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summary: |
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optional integer compression level to use
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returns:
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- type: vector
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- type: buffer
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summary: |
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`Library.buffer` with compressed binary data
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tags: []
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code_samples: []
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parameters:
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- name: input
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type: ArrayView
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type: buffer
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default:
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summary: |
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`Library.buffer` with binary data to compute hash for
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code_samples: []
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parameters:
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- name: input
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type: ArrayView
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type: buffer
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default:
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`Library.buffer` with compressed binary data
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`Enum.CompressionAlgorithm` to use for decompression
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- type: vector
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- type: buffer
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`Library.buffer` with the decompressed binary data
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code_samples: []
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parameters:
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- name: input
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type: ArrayView
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type: buffer
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`Library.buffer` with compressed binary data

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

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type: AssetTypeVerification
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default: Default
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summary: |
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⚠️ The default value for this parameter will change from
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`Enum.AssetTypeVerification.ClientOnly|ClientOnly` to
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`Enum.AssetTypeVerification.Always|Always` after 10/20/2025. See
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[here](https://devforum.roblox.com/t/potential-action-required-update-for-humanoiddescription-apis/3982903)
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for details.
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The asset type verification mode.
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- type: ()
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type: AssetTypeVerification
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default: Default
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⚠️ The default value for this parameter will change from
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`Enum.AssetTypeVerification.ClientOnly|ClientOnly` to
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`Enum.AssetTypeVerification.Always|Always` after 10/20/2025. See
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[here](https://devforum.roblox.com/t/potential-action-required-update-for-humanoiddescription-apis/3982903)
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for details.
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The asset type verification mode.
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- type: ()
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summary: ''

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

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type: AssetTypeVerification
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default: Default
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summary: |
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Asset type verification determines if this function will load models
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or not. ⚠️&nbsp;The default value for this parameter will change from
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`Enum.AssetTypeVerification.ClientOnly|ClientOnly` to
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`Enum.AssetTypeVerification.Always|Always` after 10/20/2025. See
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[here](https://devforum.roblox.com/t/potential-action-required-update-for-humanoiddescription-apis/3982903)
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for details.
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The asset type verification mode.
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- type: Model
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content/en-us/reference/engine/enums/AssetTypeVerification.yaml

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insecure if it's possible for malicious users to trick your game into loading
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unexpected models that you own which may include malicious scripts. You should
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set this to `Always` unless you want to load non-catalog assets.
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##### Warning
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The default value for this parameter will change from `ClientOnly` to `Always`
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after 10/20/2025. See
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[here](https://devforum.roblox.com/t/potential-action-required-update-for-humanoiddescription-apis/3982903)
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for details.
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code_samples: []
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tags: []
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deprecation_message: ''

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