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In addition to disabling the menu, you can disable loading of user-owned emotes by setting the `Class.StarterPlayer.UserEmotesEnabled` property within **StarterPlayer**>**Character** to **false**. This specific property can only be set in Studio and cannot be set by scripts.
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In addition to disabling the menu, you can disable loading of user-owned emotes by setting the `Class.StarterPlayer.UserEmotesEnabled` property within **StarterPlayer**⟩**Character** to **false**. This specific property can only be set in Studio and cannot be set by scripts.
Copy file name to clipboardExpand all lines: content/en-us/cloud-services/data-stores/data-stores-manager.md
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@@ -21,7 +21,7 @@ To give members of your group access to the Data Stores Manager, you can [grant
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To access the Data Stores Manager:
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1. Go to Creations and select an experience.
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2. Go to **Configure**>**Data Stores Manager**.
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2. Go to **Configure**⟩**Data Stores Manager**.
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<imgsrc="./../../assets/data/data-store/Data-Stores-Manager-Page.png"alt="Overview of Data Stores Manager page displaying the Summary section, the Data Stores list, and the Keys list." />
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To schedule a data store or key for permanent deletion:
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1. Go to Creations and select an experience.
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2. Go to **Configure**>**Data Stores Manager**.
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2. Go to **Configure**⟩**Data Stores Manager**.
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3. Click the **Action** menu next to the item you want to delete.
Copy file name to clipboardExpand all lines: content/en-us/cloud-services/extended-services.md
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@@ -29,11 +29,11 @@ To unlock and use Extended Services:
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2. Go to **Extended Services**.
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3. If you haven't entered your account details and payment information yet, click **Add missing information** on the top banner.
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1. Enter your account information. The **Account type**, **Tax ID type**, and **Tax ID** fields are optional.
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- You can also go to **Finances**>**Account Information** under the **Extended Services** section to manage your account information. You don't need to update anything else on this page.
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3. Click **Next**.
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4. Enter a payment method. You can enter a new payment method or select from the available payment options already associated with your Roblox account.
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- You can also go to **Finances**>**Payments** to add new payment methods, or go to **Finances**>**Billing** to set a new default payment method.
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5. Click **Save**.
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- You can also go to **Finances**⟩**Account Information** under the **Extended Services** section to manage your account information. You don't need to update anything else on this page.
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2. Click **Next**.
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3. Enter a payment method. You can enter a new payment method or select from the available payment options already associated with your Roblox account.
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- You can also go to **Finances**⟩**Payments** to add new payment methods, or go to **Finances**⟩**Billing** to set a new default payment method.
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4. Click **Save**.
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<h5>Account status</h5>
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To access the Extended Services billing dashboard:
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1. Go to **Finances**>**Billing**.
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1. Go to **Finances**⟩**Billing**.
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2. Select the **Cloud services** tab to display the following:
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- Your pending balance, including month-to-date cost
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- Your billing history, including all Extended Services billing activity across your experiences
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<tr>
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<td style={{paddingBottom: '24px'}}>Storage</td>
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<td style={{paddingBottom: '24px'}}>64KB + (CCU x 1.2KB)</td>
<sup>1. GB Hours = the storage consumption multiplied by the amount of time. For example, 100GB Hours might equate to "100GB x 1 hour" or "200GB x 0.5 hours".</sup>
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<figcaption>¹ GB Hours = the storage consumption multiplied by the amount of time. For example, 100GB Hours might equate to "100GB x 1 hour" or "200GB x 0.5 hours".</figcaption>
Copy file name to clipboardExpand all lines: content/en-us/cloud-services/secrets.md
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To view, create, or edit secrets, you must be the experience owner or group owner. You can have up to 500 secrets per experience.
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1. Navigate to the [Creator Dashboard](https://create.roblox.com/dashboard/creations).
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2. Select your experience, and then select **Secrets**>**Create Secret**.
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2. Select your experience, and then select **Secrets**⟩**Create Secret**.
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3. Enter a name, the secret, and the applicable domain.
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- The name acts as a unique identifier for the secret, so we recommend something descriptive.
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For security reasons, the secrets store for each experience is only available to live servers or [collaborative testing](../studio/testing-modes.md#collaborative-testing) environments. If you try to access a secret during [local playtesting](../studio/testing-modes.md#playtesting), you'll receive a `Can't find secret with given key` error.
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To specify secrets for local testing, go to Studio and then go to **File**>**Game Settings**>**Security**. You can create new secrets and edit or delete existing secrets in the **Secrets** section.
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To specify secrets for local testing, go to Studio and then go to **File**⟩**Game Settings**⟩**Security**. You can create new secrets and edit or delete existing secrets in the **Secrets** section.
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<imgsrc="../assets/data/secrets-store/LocalSecrets.png"width="750px"alt="View, create, edit secrets with the Secrets UI."/>
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<imgsrc="../assets/data/secrets-store/LocalSecrets_Edit.png"width="750px"alt="Add a new secret with name secretName1, value 123456, and restricted to domain *.example.com."/>
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## Use secrets
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Before using secrets within your experience, you must enable **Allow HTTP Requests** in the **Security** section of Studio's **File**>**Game Settings** window. Then call `Class.HttpService:GetSecret()` within a script:
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Before using secrets within your experience, you must enable **Allow HTTP Requests** in the **Security** section of Studio's **File**⟩**Game Settings** window. Then call `Class.HttpService:GetSecret()` within a script:
Copy file name to clipboardExpand all lines: content/en-us/discovery.md
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## Use Home Recommendations analytics to grow your experience
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The **Home Recommendations** dashboard helps you monitor these recommendation signals. To access it, go to **Analytics**>**Acquisition** on the Creator Hub and select the **Home Recommendations** tab.
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The **Home Recommendations** dashboard helps you monitor these recommendation signals. To access it, go to **Analytics**⟩**Acquisition** on the Creator Hub and select the **Home Recommendations** tab.
Copy file name to clipboardExpand all lines: content/en-us/input/index.md
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<Tabs>
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<TabItemlabel="Behavior">
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The behavior of `Class.UserInputService.PreferredInput|PreferredInput`is summarized in the following table. Its value changes based on the value of legacy `Class.UserInputService` properties such as `Class.UserInputService.KeyboardEnabled|KeyboardEnabled`, `Class.UserInputService.GamepadEnabled|GamepadEnabled`, and `Class.UserInputService.TouchEnabled|TouchEnabled`, as well as the player's most recent interaction with a connected gamepad or keyboard/mouse.
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The value of `Class.UserInputService.PreferredInput|PreferredInput` changes based on built‑in device inputs and the player's most recent interaction with a connected gamepad or keyboard/mouse. Examples include:
<td>Player is using an Xbox or PlayStation with a bluetooth keyboard & mouse connected and has most recently interacted with the keyboard or mouse.</td>
<td>Player is on a Windows or Mac PC with a gamepad connected and has most recently interacted with the gamepad.</td>
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<td>`Enum.PreferredInput|Gamepad`</td>
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<td>⒠</td>
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</tr>
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</tbody>
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</table>
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<figcaption>⒜ Phone with no other connected input devices; no possibility of an input type change</figcaption>
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<figcaption>⒝ Mobile device with bluetooth keyboard and mouse connected, but no connected gamepad</figcaption>
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<figcaption>⒞ Tablet with a gamepad connected, but no connected mouse/keyboard</figcaption>
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<figcaption>⒟ Xbox or PlayStation with a bluetooth keyboard/mouse connected, and keyboard or mouse most recently interacted with</figcaption>
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<figcaption>⒠ Windows or Mac with a gamepad connected, and gamepad most recently interacted with</figcaption><br />
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</TabItem>
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<TabItemlabel="Benefits">
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Importantly, the `Class.UserInputService.PreferredInput|PreferredInput` property overcomes the following issues related to `Class.UserInputService.TouchEnabled` and `Class.UserInputService:GetLastInputType()`, both traditionally used to detect input types.
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