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update Open Source Docs from Roblox internal teams
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content/en-us/education/build-it-play-it-island-of-move/sharing-animations.md

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@@ -10,10 +10,10 @@ Share animations with friends and fellow developers by exporting and importing t
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<Alert severity="info">
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<AlertTitle>Rules in Sharing Animations</AlertTitle>
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When sharing animations, keep in mind that an asset ID can only be used between the group or individual that owns the animation.
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Animations are restricted assets. For more information, see [Asset privacy](../../projects/assets/privacy.md).
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</Alert>
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**Exporting Animations**
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**Exporting animations**
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Make sure to save your animation before exporting it.
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content/en-us/production/publishing/publish-experiences-and-places.md

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---
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title: Experiences and places
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description: Explains how to publish the places in your experience.
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description: Explains how to create, publish, and configure experiences.
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---
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<figure>
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1. <Chip label="RECOMMENDED" size="small" variant="outlined" color="success" /> Generate [Content maturity and compliance](#generate-content-descriptors) information so the experience is available to the appropriate audience. If you do not do this step, Roblox does not show your experience to players under 13 years old.
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### Set age and geography restrictions
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You can set restrictions so that only players over a certain age or from specific regions can play and discover your experiences. This is particularly helpful when you want to age up your audience without including mature content to age gate through content maturity labels.
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To set age and geography restrictions:
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1. Navigate to the [Creator Dashboard][creatordashboard].
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1. Click on the thumbnail of the experience for which you want to set age and geography restriction. The experience's **Overview** page displays.
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1. In the left-hand navigation, navigate to **Audience** > **Access Settings**.
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1. In the **Age** section, set **Minimum age** to the youngest age a player can have to access your experience.
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1. In the **Region** section, enable every region that can access your experience.
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1. At the bottom of the page, click the **Save Changes** button.
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### Copy landing page link
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After you publish your experience, Roblox generates a landing page for the experience referred to as the experience's **main details page**. You can access and copy this link from either the [Creator Dashboard][creatordashboard] or the Roblox app, then share it with others so they can play your experience.
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Roblox automatically retains saved versions of each place for version control and backup purposes. To access and revert to a previously saved version of any place within an experience:
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1. Navigate to the [Creator Dashboard][creatordashboard] and click on the thumbnail of the experience. The experience's **Overview** page displays.
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1. In the left-hand navigation, under **Configure**, select **Places**.
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1. In the left-hand navigation, navigate to **Configure** > **Places**.
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1. On the **Places** page, click the thumbnail of the place you'd like to revert to a previous version.
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1. In the left-hand navigation, click **Version History**.
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1. Locate and select the version to revert to, then click the **Restore** button. Confirm the action to restore to that version.
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To allow the community to access an editable copy of your experience:
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1. Navigate to the [Creator Dashboard][creatordashboard].
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2. Click on the thumbnail of the experience you want to allow players to copy. The experience's **Overview** page displays.
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3. In the left-hand navigation, navigate to **Configure** > **Places**.
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4. Click the **start place** marked with a star icon. The place's **Basic Settings** page displays.
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1. Click on the thumbnail of the experience you want to allow players to copy. The experience's **Overview** page displays.
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1. In the left-hand navigation, navigate to **Configure** > **Places**.
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1. Click the **start place** marked with a star icon. The place's **Basic Settings** page displays.
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<img src="../../assets/creator-dashboard/Places-Start-Place-Icon.png" width="200" alt="Start place tile indicated in Places display on the Creator Dashboard" />
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5. In the place's left-hand navigation menu, select **Permissions**.
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6. Enable **Allow users to download a copy of this Place**.
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7. Click the **Save Changes** button. Your experience is now uncopylocked and creators can access an editable copy of it from the experience's main page by clicking the **&ctdot;** button and selecting **Edit in Studio**.
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1. In the place's left-hand navigation menu, select **Permissions**.
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1. Enable **Allow users to download a copy of this Place**.
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1. Click the **Save Changes** button. Your experience is now uncopylocked and creators can access an editable copy of it from the experience's main page by clicking the **&ctdot;** button and selecting **Edit in Studio**.
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<img src="../../assets/publishing/experiences-places-assets/Edit-Place-In-Studio.jpg" width="780" />
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content/en-us/projects/experience-ownership-transfer.md

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Before making a transfer or accepting a transfer, you must first:
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- Verify your email address.
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- Upload your private `Class.ModuleScript|ModuleScripts` to the group you're transferring the experience to. If the experience uses packages where the package owner is a user and not a group, you might have to recreate those packages or replace them with packages that are already owned by a group.
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- Publish your animation assets to the group you're transferring the experience to.
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- If you have a large number of animations to upload, you can use a community-supported third-party tool like [Roblox Animation Transfer](https://github.com/evaera/roblox-animation-transfer). See [Transfer animations](./transfer-animations.md) for more details.
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- If you have a small number of animations to upload, you can manually re-upload them and then update your animation asset references to support old and new IDs based on the `CreatorID` and `CreatorType`. See the following code for an example:
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```lua
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-- Maps animation IDs that belong to the original creator to animation IDs
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-- that belong to the new creator.
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local transferAnimationMap = {
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["6406676108"] = 14292200298,
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["6438293322"] = 14292082312,
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["6464978998"] = 14292224322,
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["6465240715"] = 14292226967,
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["6465244287"] = 14292229476,
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["6382318344"] = 14292213468,
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["6382564692"] = 14292207171,
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["6460651769"] = 14292098870,
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["6415507655"] = 14292218236,
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["6415509331"] = 14292221034
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}
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function mapTransferAnimationId(id)
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-- If experience has been transferred, maps old animation IDs to new
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if game:GetService("RunService"):IsStudio() or
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(game.CreatorType == Enum.CreatorType.Group and
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game.CreatorId == 32626384) then
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local animationId = string.match(id, "%d+$")
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local mappedId = transferAnimationMap[animationId]
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if mappedId then
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return "rbxassetid://" .. mappedId
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end
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end
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return id
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end
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-- Creates an animation instance associated with the
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-- specified rbxassetid://<animation_id>
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function createAnimation(id)
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local animation = Instance.new("Animation")
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animation.AnimationId = mapTransferAnimationId(id)
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return animation
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end
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```
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- Upload your private `Class.ModuleScript|ModuleScripts` and `Class.InsertService|InsertService` asset usages to the group you're transferring the experience to. If the experience uses packages where the package owner is a user and not a group, you might have to recreate those packages or replace them with packages that are already owned by a group.
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<Alert severity="info">
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As a best practice, if you're using Open Cloud API keys for the experience, create an API key as the new owner with the name `RobloxTransferApiKey`. During the transfer, the relevant scopes are added to this new key and removed from the original key. You can then use a feature flag to allow your backend services to start using the new key after the transfer is complete.

content/en-us/projects/transfer-animations.md

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