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DevForum11日前

[Studio Beta] パッケージのオーバーライドと使いやすさの向上

[Studio Beta] Package Overrides and Usability Improvements

要約(日本語)

RobloxはStudio Betaにおいて、ソースパッケージからの更新を受け取りつつ、個別の場所でパッケージをカスタマイズできる「パッケージオーバーライド」機能を導入しました。この機能はプロパティの変更や追加を個別に記録し、元のパッケージが更新された際にもそれらの変更を自動的に再適用します。

English summary

Roblox has introduced Package Overrides in Studio Beta, allowing developers to customize packages while still receiving updates from the source. This feature tracks specific changes like property edits or additions and reapplies them automatically when the original package is updated.

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コミュニティの反応

DevForum
→ Neutral0 eng↗

Any improvement to packages is very welcome. Great changes.

DevForum
→ Neutral0 eng↗

このトピックは9分後に自動的に作成されました。

This topic was automatically opened after 9 minutes.

DevForum
→ Neutral0 eng↗

アイコンの線をもう少し太くできますか?Retinaディスプレイ以外の画面だとかなり見づらいです。

can we thicken the lines on the icons a little? It’s quite hard to see on a non-retina display

DevForum
→ Neutral0 eng↗

今はローカルパッケージを待っている状態です。クリエイターハブにアップロードしなくても使えるパッケージが作れたらいいのに。

Now, waiting for Local Packages I wish I could make a Package that starts out without having to be uploaded to the Creator Hub.

DevForum
→ Neutral0 eng↗

これに加えて、Packagesが複数のトップレベルの親を持てるように拡張されればいいのにと思います。現状では、単一の隔離された場所だけでなく、DataModel全体にまたがって動作するコードやアセット用のカスタムパッケージ管理・インストールシステムを自前で構築しなければならないので。

This, but also I wish Packages could be extended to allowing multiple top-level parents. Right now I have a custom package management/install system for code/assets that operate across the DataModel, not just one isolated location.

DevForum
→ Neutral0 eng↗

マルチパッケージの公開についてはどうですか?時間がかかりそうですか?

Uh how about multi package publishing? Will take take long?

DevForum
→ Neutral0 eng↗

You should give them a try — they’re pretty useful! Imagine you have a game with 12 plots. Instead of manually changing the floor length on all 12 plots, you can make the change once, publish the package update, and apply it to all 12 plots when you retrieve the updated package. The same goes for so

DevForum
→ Neutral0 eng↗

Is there any way to disable this for specific packages without deleting the PackageLink ? Also, what does “pinned version” mean?

DevForum
→ Neutral0 eng↗

I love u. I’ve got a lot of cleanup to do, I had to disconnect several packages at one point because I needed them slightly tweaked.

DevForum
→ Neutral0 eng↗

Am i the only one who never used packages yet ?

DevForum
→ Neutral0 eng↗

Oy, that’s cool But a good question ? When we will have a widget to « handle » package in our map ? Because I remember a very long time ago when we try to publish, it warned us about un-updated package. I have a lot of package and it’s quite to pain to verify everytime if they are updated or publish

DevForum
→ Neutral0 eng↗

This is super useful. It’s a great addition to packages, though it may be too complicated for beginners and cause confusion. I’ve had lots of issues in the past when I mass updated models that had their pivot offsets altered. How are code changes in scripts handled, I wonder? Are they considered ove

DevForum
→ Neutral0 eng↗

NeoShr3dder: image2 414×384 16.3 KB _Path3DParts ??? これって、もしかして私が思ってるやつ?だとしたらめちゃくちゃ楽しみ! robloxapi.github.io Path3D | Roblox API Reference Path3Dクラスのリファレンス。

NeoShr3dder: image2 414×384 16.3 KB _Path3DParts ??? Is this what I think it is? Super hyped if so! robloxapi.github.io Path3D | Roblox API Reference Reference for the Path3D class.

DevForum
→ Neutral0 eng↗

えっ、うそ!?本当に!?すごすぎる!!!

Omggg ??? really ?? this is amazing !!!

DevForum
→ Neutral0 eng↗

Does this change apply to scripts inside a Package as well? Last time I checked, when you want to make edits to a script that is Package Linked, it would force you to de-link from the Package, causing lost code updates. This is useful for games that need the core functionality, but modify it to fit