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content/en-us/art/accessories/creating-rigid/publishing.md

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@@ -21,9 +21,9 @@ Adding your asset to the Marketplace involves 2 steps:
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To upload your accessory:
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1. In the **Explorer**, right-click your accessory object and select **Save to Roblox…** from the context menu.
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1. In the **Explorer**, right-click your accessory object and select **Save to Roblox…** from the contextual menu.
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2. In the **Asset Configuration** window, set the **Content Type** to **Avatar Item**.
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3. Complete the following fields (you can adjust them later):
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3. Complete the following fields (you can adjust these later):
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1. **Title**: The name of your accessory.
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2. **Description**: A short description of your asset.

content/en-us/art/accessories/from-existing.md

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If you intend to sell the asset on the Marketplace, use the following steps to begin the validation and upload process:
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1. In the **Explorer**, right-click your accessory object and select **Save to Roblox…** from the context menu.
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1. In the **Explorer** window, right-click your accessory object and select **Save to Roblox…** from the contextual menu.
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2. In the **Asset Configuration** window, set the **Content Type** to **Avatar Item**.
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3. Complete the following fields (you can adjust them later):
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content/en-us/art/blender.md

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@@ -602,7 +602,7 @@ The "UV" in UV editing stands for the axes on the 2D image map that you use duri
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Because 3D objects use the X, Y, and Z axes in the 3D space, 3D creation applications typically use U and V to avoid confusion when referring to coordinates in 2D image space. That being said, many Blender UI workflows still use X and Y, so it's helpful to know the 2D space equivalent axis.
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When you unwrap a 3D object, all active faces flatten into the 2D space in the UV Editor to make up the **UV map**, and different sections of the model split into separate groupings, commonly referred to as **UV islands**. For example, if you were to unwrap a standard Blender cube, each face becomes its own UV island in the UV map.
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When you unwrap a 3D object, all active faces flatten into the 2D space in the UV Editor to make up the **UV map**, and different sections of the model split into separate groupings, commonly referred to as **UV islands**. For example, if you were to unwrap a standard Blender cube, each face would become its own UV island in the UV map.
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<GridContainer numColumns="2">
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<figure>

content/en-us/parts/models.md

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@@ -20,10 +20,12 @@ Characters, such as avatars or NPCs, are a single `Class.Model` containing the a
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## Create models
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When you **group** objects together, they automatically become a `Class.Model` object.
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When you **group** objects together, they automatically become a `Class.Model` object. However, you can also insert an empty `Class.Model` object into the Workspace, then manually add child objects to the model.
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1. In the 3D viewport or the **Explorer** window, select every object that you want to group into a model.
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1. Right-click on one of the objects and select **Group**, or press <kbd>Ctrl</kbd><kbd>G</kbd> on Windows or <kbd>⌘</kbd><kbd>G</kbd> on Mac. A new `Class.Model` object displays with all of the objects that make up the model nested underneath.
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To create a model using the grouping method:
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1. In the **Explorer** window or 3D viewport, select every object that you want to group into a model.
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1. Right-click on one of the objects and select **Group**, or press <kbd>Ctrl</kbd> + <kbd>G</kbd> on Windows or <kbd>⌘</kbd> + <kbd>G</kbd> on Mac. A new `Class.Model` object displays with all of the objects that make up the model nested underneath.
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<img src="../assets/modeling/model-objects/Model-Group-Simple.png" width="320" alt="A close up view of the Explorer window. A Model object is highlighted with three nested children." />
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When you upload or import a `.gltf`, `.fbx` and `.obj` model file to the cloud using the [3D Importer](../art/accessories/creating-rigid/importing.md), Roblox represents it as a cloud-based asset with a unique corresponding ID. This cloud-based asset system allows you to store models through Roblox and reuse them across the platform in various contexts without maintaining local copies as part of each saved Studio experience.
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<Alert severity="info">
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There is a limit of 15,000 unique assetIds that can be referenced in a single model.
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</Alert>
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To upload a model you made in Studio:
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1. In the **Explorer** window, right-click your model. A contextual menu displays.
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## Distribute models
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You can distribute models to the [Creator Store](../production/creator-store.md) for other creators to use within their own experiences as long as each model only references open use assets or restricted assets that you have created. Once you distribute a model, all newer versions include the same restictions even if you later unlist it from the Creator Store.
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You can distribute models to the [Creator Store](../production/creator-store.md) for other creators to use within their own experiences as long as each model only references:
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- Open use assets.
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- Restricted assets that you created, excluding audio and video.
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- Free assets from the Creator Store, including audio and video.
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Once you distribute a model, all newer versions include the same restrictions even if you later unlist it from the Creator Store.
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<Alert severity="info">
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If you want to distribute a model with a child audio or video asset, you must distribute the audio or video asset on the Creator Store before making them a child of the model for the audio or video to be audible and visible at runtime.
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If you want to distribute a model with a child audio or video asset that you created, you must distribute the audio or video asset on the Creator Store before making them a child of the model for the audio or video to be audible and visible at runtime.
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</Alert>
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As with any asset, all models must adhere to the [Community Rules](https://en.help.roblox.com/hc/articles/203313410), [Terms of Use](https://en.help.roblox.com/hc/articles/115004647846), the [DMCA Guidelines](../production/publishing/dmca-guidelines.md) regarding copyright and Creator Store [asset moderation](../production/creator-store.md#asset-moderation) rules. When creating models for the Creator Store:

content/en-us/production/creator-store.md

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<TabItem label="Explorer">
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To upload an asset from the [Explorer](../studio/explorer.md) and distribute it in the Creator Store:
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1. In the [Explorer](../studio/explorer.md) hierarchy, right-click the asset you'd like to distribute and select **Save to Roblox...** from the context menu.
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1. In the **Explorer** window, right-click the asset you'd like to distribute and select **Save to Roblox...** from the contextual menu.
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2. In the **Asset Configuration** window that opens, confirm and/or update asset details such as **Title** and **Description**. Additionally:
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- For **Content Type**, make sure **Development Item** is selected.

content/en-us/production/sell-on-creator-store.md

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You can sell [plugins](../studio/plugins.md) on the Creator Store for **United States Dollars** (USD). Roblox offers a market-leading revenue share for these sales, as only taxes and payment processing fees are deducted.
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<Alert severity="info">
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You will soon be able to sell [models](../parts/models.md#upload-and-distribute-models) on the Creator Store for **United States Dollars** (USD). You can create a seller account and start uploading models now.
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You will soon be able to sell [models](../parts/models.md#distribute-models) on the Creator Store for **United States Dollars** (USD). You can create a seller account and start uploading models now.
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</Alert>
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In order to set any USD prices and sell your assets, you must have a **seller account**. Roblox administers seller accounts through **Stripe**, a third-party payments provider. If you meet Roblox's eligibility [requirements](#for-sellers), you can fill out Stripe's [application form](#complete-the-application-form) to create a seller account.

content/en-us/projects/assets/packages.md

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## Create Packages
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You can create a package from any single object or any single parent and children branch of objects. If you want to create a package for a single object, we recommend adding it to a `Class.Model` grouping first so that you can add, remove, or scale instance within the package later without breaking the package.
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You can create a package from any single object or any single parent and children branch of objects. If you want to create a package for a single object, add it to a `Class.Model` grouping first so that you can add, remove, or scale child objects within the package later without breaking the package.
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1. In the **Explorer** window or 3D viewport, right-click the desired object and select **Convert to Package**.
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<Alert severity="info">
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There is a limit of 15,000 unique assetIds that can be referenced in a single package, and you must have permission to use all included assets. For more information, see [Asset privacy](privacy.md).
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</Alert>
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To create a package:
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1. In the **Explorer** window or 3D viewport, right-click the object you want to turn into a package, then in contextual menu, select **Convert to Package**.
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1. In the new window, fill in the package details. In particular, if you're working in a [group](../../projects/groups.md), set **Ownership** to the appropriate group in which you have permission to create/edit group experiences.
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<Alert severity="warning">
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Ownership transfers are **not** supported by the asset system, so carefully consider the owner when creating a package.
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</Alert>
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1. Click **Submit**.
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1. After the conversion completes, the object receives a "chain link" symbol in the Explorer window to identify it as a package. Additionally, you can see a new **PackageLink** object parented to the object.
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1. After the conversion completes, the object receives a "chain link" symbol in the **Explorer** window to identify it as a package. Additionally, you can see a new **PackageLink** object parented to the object.
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<img src="../../assets/studio/packages/PackageLink-Explorer.png" alt="A maple tree model in the Explorer window with the package icon next to it." width="215" />
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1. (Optional) Select the **PackageLink** object and enable `AutoUpdate` in the **Properties** window. Note how the icon changes to indicate that the package is set to automatically update.
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1. **(Optional)** Select the **PackageLink** object and enable `AutoUpdate` in the **Properties** window. Note how the icon changes to indicate that the package is set to automatically update.
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<img src="../../assets/studio/packages/PackageLink-Explorer-Auto.png" alt="A maple tree model in the Explorer window with the auto-update package icon next to it." width="215" />
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<Alert severity="error">
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Don't delete or move the **PackageLink** instance! Doing so for any package copy converts the copy back into a normal object and loses package capabilities such as ability to update when there's a new version.
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Don't delete or move the **PackageLink** object! Doing so for any package copy converts the copy back into a normal object and loses package capabilities, such as ability to update itself when there's a new version.
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## Insert packages
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## Publish package changes
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You can publish any changes you make to a package as a new version to make them available to other copies of the package throughout the place and across all experiences. Note that it's **not** required to publish a modified package before publishing a place (the modified version is saved along with the place for future iteration).
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You can publish any change to your package as a new version, making your updates available to other package copies throughout the place and across all experiences. It's **not** required to publish a modified package before publishing a place because the modified version is saved along with the place for future iteration.
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To publish changes to a package:
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1. In the **Explorer** window or 3D viewport, right-click the modified copy and select **Publish to Package**.
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1. If a package copy has [auto-update](#automatic-updates) turned on, it immediately pulls in the updated version when you open the place that contains them. Other copies get a white dot on the package icon that indicates an update is available. You can [individually update](#update-outdated-copies) or [mass-update](#mass-updates) them as needed.
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1. If a package copy has [auto-update](#automatic-updates) turned on, it immediately pulls in the updated version when you open the place that contains them. Other copies get a white dot on the package icon that indicates an update is available. You can [individually update](#update-outdated-copies) or [mass-update](#mass-updates) all copies.
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<img src="../../assets/studio/packages/Package-Update-Available.png" alt="Two packages in the Explorer set to auto-update, and one with an update available." width="215" />
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1. **(Optional)** Add a description of your changes:
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1. In the Asset Configuration window, select **Versions**.
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1. In the **Asset Configuration** window, select **Versions**.
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1. Describe your changes and click **Submit**.
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1. Describe your changes, then click the **Submit** button.
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## Update outdated copies
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Extensive use of packages may result in many package copies across multiple places in an experience. In addition to [individual syncing](#update-outdated-copies) and [automatic updates](#automatic-updates), you can update all copies of a package through **mass updating**.
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1. (Recommended) Close other Studio instances with any of the experience's places open; this prevents another unsaved instance of a place from potentially overwriting your updates.
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1. **(Recommended)** Close other Studio instances with any of the experience's places open; this prevents another unsaved instance of a place from potentially overwriting your updates.
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To make syncing easier, you can set a package copy to update automatically whenever a newer version is published. Auto-update of the package copies will take place when a place is opened in Studio.
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To automatically update package copies:
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<img src="../../assets/studio/packages/PackageLink-Explorer.png" alt="A close up view of a packaged chandelier model in the Explorer window. The PackageLink object is highlighted." width="215" />
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## Share and access levels
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You can grant permission to friends, experiences, groups, or specific group user roles so that they can freely use your packages in their creations. For more information on asset access, see [Asset privacy](privacy.md).
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You can grant permission to friends, experiences, groups, or specific group user roles so that they can freely use your packages in their creations. Once you share a package, all future versions of that package have the same restrictions even if you later revoke package sharing. For more information on asset access, see [Asset privacy](privacy.md).
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<Tabs>
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<TabItem key = "1" label="To collaborators">
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In order to share packages with other collaborators, the package must only contain references to assetIDs that you created or have explicit permission to use.
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To change package permissions for a collaborator, such as a friend or group:
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1. In the **Explorer** window, **Toolbox**, or **Asset Manager**, right-click the desired package and select **Package Details**.

content/en-us/projects/assets/privacy.md

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In order for a collaborator, such as an individual creator or group, or an experience to use one of your restricted assets, you must explicitly grant permission before it's visible or audible at runtime. Once a collaborator or experience has **explicit** permission to use a restricted asset, they also receive **implicit** permission to use the asset in a variety of additional scenarios. For more information, see the following subsections.
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<Alert severity="warning">
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If a restricted asset is a child of an open use model or package from the [Creator Store](../../production/creator-store.md), creators and experiences must have explicit permission to use the restricted asset in order for the asset to be visible or audible during runtime. For example, if a model includes a `Class.Sound` object with a restricted assetID, the open use model remains visible, but the restricted audio cannot play.
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If you receive a model or package from the [Creator Store](../../production/creator-store.md) that was **created** _after_ late May 2025, all of its underlying restricted assets are visible or audible during runtime. For any assets created prior to this date, you must receive explicit permission to use each restricted asset in order for them to be visible or audible during runtime.
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### To collaborators

content/en-us/reference/cloud/toolbox-service/v1.json

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"nullable": true
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}
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},
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{
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"name": "includedInstanceTypes",
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"in": "query",
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"description": "When searching for models, this filters that the following [Instance](https://create.roblox.com/docs/reference/engine/classes/Instance) types are included in the model.",
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"schema": {
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"type": "array",
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"items": {
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"$ref": "#/components/schemas/ModelInstanceType"
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},
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"nullable": true
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}
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},
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"includeOnlyValidCreators": {
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"type": "boolean",
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"nullable": true
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},
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"description": "Representation of a model asset.",
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"ModelInstanceType": {
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"enum": ["Script", "MeshPart", "Decal", "Animation", "Audio", "Tool"],
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"type": "string",
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"description": "A list of model instance types. See Toolbox.Service.Models.Internal.InstanceCounts and [Instance](https://create.roblox.com/docs/reference/engine/classes/Instance) for more details.",
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"x-enumNames": [
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"Script",
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"MeshPart",
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"Decal",
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"Animation",
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"Audio",
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"Tool"
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],
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"x-enum-varnames": [
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"Script",
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"MeshPart",
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"Decal",
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"Animation",
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"Audio",
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"Tool"
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],
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"x-enum-descriptions": [
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"Script",
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"MeshPart",
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"Animation",
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"Tool"
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]
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},
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"ModelSubType": {
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