Weekly Recap: June 29 - July 1, 2026
Key Takeaways
This week brings a new [Studio Beta] for Visualizing UGC Validation to help creators diagnose and fix asset issues before publishing, plus new Video Service observability metrics on the Creator Dashboard. On the chat side, Quick Words launched globally with 30 pre-approved coordination phrases, and Extended Services now supports Text-to-Speech alongside expanded country eligibility.
Check the full recap!
Betas and Tests
[Studio Beta] Visualizing UGC Validation
• New visualization tools let you identify, diagnose, and fix UGC validation issues before publishing assets to the Marketplace.
• Enable it in File > Beta Features by toggling on Visualizing UGC Validation, restart Studio, then add the UGC Validation tool to the toolbar.
Updates and Announcements
Video Observability: Monitor and Optimize Your In-Game Usage
• New in-game video usage efficiency metrics for VideoFrame usage added to the Creator Dashboard so you can optimize playback and improve the player experience.
• Find them on the Creator Dashboard under the Monitoring section for a specific game, in the new Video Service tab.
[UPDATE] Cross-Server Chat and Chat Summaries Are Now Live, Plus Chat Roadmap Updates
• Launched Quick Words: a starter list of 30 Roblox-approved phrases (e.g. “Nice one,” “Let’s go,” “Watch out”) that let users coordinate gameplay without typing, automatically enabled in all games and available across age groups.
• Coming next: creators will be able to edit and customize Quick Words in Creator Hub, plus testing of voice typing (including a hands-free mode) and exploration of Roblox-native emojis.
[UPDATE] Extended Services Update
• Roblox Extended Servers is now available to eight more countries.
• To check if you’re eligible to use Extended Services, please visit the Extended Services Eligibility page.
Redesign of In-Game Reporting
• Today we launched a major redesign of our in-game reporting system, featuring…
Video Observability: Monitor and Optimize Your In-Game Usage
Key Takeaways
In-game video usage efficiency metrics added to the Creator Dashboard. Optimize your usage to improve your user experience.
On the Creator Dashboard, go to the “Monitoring” section for a specific game, and select the “Video Service” tab.
Hello Creators!
If your game uses VideoFrames, we’ve got just the feature for you.
Navigate to the game of your choosing on the Creator Dashboard, go to the “Monitoring” section, and locate the brand new “Video Service” tab. If your game uses video assets, you’ll see some helpful metrics.
What’s There?
image11530×828 118 KB
As you can see, we’ve got a pie chart for video efficiency and a line graph for playback hours.
The pie chart helps you easily see what % of video is being used efficiently. That is to say, “efficient” video usage is preloading and playing video that is actually viewed by your players.
The line graph helps you see how game changes impact video usage over time. You can use this graph to see how new videos, updates, and/or changes to your video playback logic affects usage.
Why Does This Matter?
Improving video efficiency can result in better performance and stability for your players.
By improving video efficiency, you will be reducing the amount of unnecessary data downloaded. Less data = better performance and stability, especially on lower-end devices.
Improving Video Efficiency
There are a few ways to improve video efficiency:
• Biggest Impact: Only call :Play() / .Playing on a VideoFrame when the player has a high chance of seeing/hearing the VideoFrame
• If VideoFrame is in Workspace, check if the player is nearby (via radius or line of sight)
• If VideoFrame is on a ScreenGui, check if the UI is visible
• Only specify the Video / VideoContent property of a VideoFrame when:
• The VideoFrame is in Workspace and a player is nearby
• The VideoFrame is on a quickly accessible part of a ScreenGui (e.g. one interacti…
[Studio Beta] Visualizing UGC Validation
Key Takeaways
We’re adding visualization capabilities to our UGC validation system so you can diagnose and locate issues as they arise.
In Studio, go to File > Beta Features and toggle on Visualizing UGC Validation. Restart Studio then add UGC Validation to the toolbar.
Hello Creators,
Today, we’re releasing a Studio Beta of visualization tools to help you identify, understand, diagnose and fix UGC validation issues before you publish your assets to the Marketplace.
We’ve completely overhauled and modularized the validation system to support Validation as a Service (VaaS) capabilities. This is the first step towards moving the platform to a unified validation system that can serve products developed for Studio and in-game creation. Additionally, we’ve seamlessly integrated the Asset Quality system with validation. Now, you’ll receive information on validation errors for non-compliant assets and a quality assessment for the compliant ones, in case you want to improve them further.
image11648×1198 81.9 KB
Figure 1: A major pain point when debugging dynamic heads is to visualize where the cage eyes and mouth project onto the face. Now you can easily see the projections and fix animation issues. Note in this example that the dynamic head score is low at 60 since the projected landmarks don’t properly align with the head eyes and mouth.
Validating Your Avatar Assets
We’re releasing the validation system as its own Studio plugin. You need to enable it in Beta features before you can load it in Studio:
•
Open Studio
•
In the menu, select File->Beta Features
•
Toggle ON “Visualizing UGC Validation”
•
Restart Studio
•
In the Studio toolbar, add a new tab (click on the plus sign next to the rightmost tab in the toolbar – see Figure 2)
•
Select the newly created tab and click on Add Tool. This will open a window. Search for “UGC Validation” and add it to the toolbar.
•
Click on it to initialize the validation plugin.…
Weekly Recap: June 22 - 26, 2026
Key Takeaways
This week brought a wave of major releases: the long-awaited [Full Release] of UI Shadows and Individual Corner Rounding is now live for all games, and Roblox launched Shop — a personalized in-game storefront rolling out to all players on July 7. Terrain received a massive overhaul with an Early Access Program offering up to 64 custom materials and up to 60% memory reduction, while the new [Beta] Next-Gen Draggers modernize the core Move, Rotate, and Scale tools in Studio.
Check the full recap!
ICYMI, we have a new Updates page on Creator Hub where you can find a scrollable changelog of all product announcements and updates, updated in real time.
Betas and Tests
[Early Preview] Convert Your Game to Streaming Using AI
• We’re sharing an early preview of our new Convert to Streaming Skill that uses AI to automate updating your game for Instance Streaming.
• Download the skill and run it via MCP with your preferred LLM on a copy of your game to try it out.
[Test] Introducing Offers: Roblox-Funded Promotions on Avatar Items
• We’re testing Offers, a new feature that gives users promotional offers on avatar items, excluding limiteds and resales; some users may see these offers in Marketplace banners, notifications, and at checkout.
• This test is fully funded by Roblox, meaning your earnings remain whole.
[Beta] Next-Gen Draggers: New Move, Rotate & Scale Tools
• Next-Gen Studio Draggers introduces a modernized look and enhanced functionality for the Move, Rotate, and Scale tools, including features like multi-axis planar drag, view-space transformations, and trackball control.
• Enable “Next-Gen Draggers” in Studio > Beta Features > Next-Gen Draggers.
[Studio Beta] Introducing LibMP: the MicroProfiler API
• All MicroProfiler data is now programmatically accessible via LibMP; build custom profiling widgets, collect client/server analytics, create snapshots, and analyze them later.
• Read the announcement…
Automated Performance Profiling with MicroProfiler and Assistant
Key Takeaways
MicroProfiler captures can now be automatically analyzed by Assistant to suggest fixes. This makes it easier than ever to identify bottlenecks and optimize performance.
In Studio, open the MicroProfiler (Ctrl+F6), pause a capture, and ask Assistant to analyze it.
Hello Creators,
To help more of you optimize your games’ performance, you can now use Assistant to analyze MicroProfiler frames for you and generate reports on performance bottlenecks. Similar to the streaming skill we shared recently, Assistant will even propose the changes to fix your issues!
This functionality also works via Studio MCP and can be integrated into agentic loops to provide feedback on how new changes impact your game’s performance.
Get Started in Studio
With Assistant, no preliminary setup is required – you just need an up-to-date version of Studio. If you prefer to use your own AI agent but haven’t tried it in Studio yet, check out these instructions for connecting it to the Studio MCP server.
• In Studio, open the MicroProfiler using Ctrl+F6 (Cmd+F6 on Mac)
• When you spot a frame time spike, pause the capture by pressing Pause in the top menu or via Ctrl+P.
• Ask the Assistant: “I’ve captured a frame time spike in the MicroProfiler – analyze it”, or
•
“… – what caused the spike?”
•
“… – is it physics-bound or script-bound?”
•
“… – which category has the highest exclusive time?”, or
•
“When I’m in the hangar, the FPS drops. Reproduce the issue, use MicroProfiler to find the cause, fix it, and retest.”
image11331×777 356 KB
Under the hood, this utilizes the MicroProfiler API (LibMP) that we recently announced. With this API, you can programmatically access every piece of data in the MicroProfiler. Be sure to check it out if you’re an advanced developer looking to dive deeper!
We’d love to hear your feedback on automated profiling and how you’re using it in your workflow, so please share below…
Launching Individual Game Server Logs
Key Takeaways
Game Server Logs are now live for all experiences, giving you visibility into errors and warnings. This update helps you diagnose and resolve server issues faster with filtering and search.
You can find the new logs tab on the Server Details page in Creator Hub.
Hi Creators,
Game Server Logs are now live! You can now access server-based Error and Warning logs directly within Creator Hub or via our new Open Cloud APIs. This update provides the visibility you need to diagnose issues faster, allowing you to filter, search, and analyze your server logs.
Creator Hub Details
Our updated Server Details view in Creator Hub now features a dedicated tab called “Logs”, next to “Players”. This interface allows for a quick review of log timestamps, issue severity, and core messages. Additionally, you can expand any entry to inspect full stack traces, along with message templates and context objects for those utilizing the Structured Logging API.
Please keep in mind that server-emitted logs may take around 3 minutes to populate within the Creator Hub or appear via API responses. Our team is investigating ways to minimize this latency.
image21314×981 84.3 KB
Filtering and Search
You can quickly parse through long-lived or spammy servers with many logs:
• Date Range Filtering: Use preset ranges or define custom windows to narrow down your analysis.
• Severity Filtering: Isolate specific issue levels.
• Search: Find specific events by searching within the message, template, context, and stack traces.
image31318×1055 107 KB
API Details
For developers looking to integrate server logs into external tools, we’re launching new Open Cloud APIs. You can access the documentation here.
Rate Limits
To ensure platform stability, there are two ways logs are rate limited at the server level:
Rate Limits
To ensure platform stability, there are two ways logs are rate limited at the server level:
•
Identical messages: 10 pe…
[Early Access] Analytics: Real-Time Performance Alerts With Game Webhooks
Key Takeaways
We’re launching real-time performance alerts with webhook delivery as early access. You can create custom alerts for your performance metrics with static thresholds or period-over-period change detection, assign severity levels, and receive alerts via webhooks to integrate with third party communication tools.
Sign up here for early access.
Hi Creators,
We’re looking for volunteers to test real-time performance alerts. Instead of manually checking dashboards or finding out about issues from players, you can now set up alerts that proactively notify you when key performance metrics like crash rates, memory usage, or frame rates cross your defined thresholds. You need access to performance metrics (100+ DAU) to use alerts.
We’ll give early access to the first 150 universes that sign up and will reach out on DevForum if you’re accepted. If you don’t get in, don’t worry – we’ll be launching alerts to all experiences that have access to performance in a few weeks.
Create Custom Alerts for Your Performance Metrics
After you sign up, you can find the new Alerts page in your Creator Dashboard for your games under Configure > Alerts. You can create up to 20 alerts per game.
image31530×672 45.4 KB
You can learn more about alert configuration settings from our documentation.
Receive Alerts via New Game Webhooks
We are introducing game level webhooks. Now, you can create webhooks specific to each of your games to keep your notifications focused on the right teams. Alerts are delivered via these webhooks. You can manage your game webhooks under Configure > Webhooks for any game.
When an alert fires or recovers, we send an HTTP POST request to your configured webhook URL with a JSON payload:
{
"summary": "The Plant Game: Crash Rate Too High has fired",
"metric": "ClientCrashRate15m",
"current_value": "0.272",
"universe_id": "12345",
"evaluationtimeutc": "2026-06-15T…
[Early Access Program] Unlocking Massive Terrain With Up to 64 Custom Materials
[Update] July 9, 2026
DevOdysseus:
Another day, another wave of creators admitted!
Check out the previous updates for important information you should know before editing a placefile while in the EAP. Then check your account settings to see if you were added in this wave!
[Update] July 1, 2026
Summary
DevOdysseus:
Hi all – Another heads-up: when you’re in an Early Access Program, you won’t be able to play games currently live on Roblox; if you want to, make sure you switch your Early Access account setting to opt-out of the program (you can opt back in at any time). We’re hoping to add in some warnings on this in the future; thanks for bearing with us and trying out the new terrain materials! The team is keeping a close eye on all of your feedback.
We’ll be adding more creators to the program next week; have a safe and happy 4th of July for those in the US!
[Update] July 7, 2026
Summary
DevOdysseus:
Hi all -
We’ve just added another wave of creators to the program! As another reminder: please create a copy of any existing place files to edit while in the program. While we’ve implemented a few fixes to ensure that Team Create will still work and you can still access the place even if edited while in the program, it may still lead to missing terrain for those not in the program.
If your place file is still inaccessible, you can always revert it in Creator Hub to a version prior to any edits made in the Early Access Program. We plan on adding additional warnings in Studio in the future to let you know how EAPs might affect your game. We’re also adding a couple of known issues to the post; keep flagging them and we’ll keep fixing them.
[Update] July 1, 2026
Summary
DevOdysseus:
Hi all – Another heads-up: when you’re in an Early Access Program, you won’t be able to play games currently live on Roblox; if you want to, make sure you switch your Early Access account sett…
[Beta] Next-Gen Draggers: New Move, Rotate & Scale Tools
Key Takeaways
Next-Gen Studio Draggers introduces a modernized look and enhanced functionality for the Move, Rotate, and Scale tools, including features like multi-axis planar drag, view-space transformations, and trackball control.
Enable “Next-Gen Draggers” in Studio> Beta Features > Next-Gen Draggers.
Hi Creators,
Today, we’re introducing Next-Gen Studio Draggers as a beta feature. This update refreshes the Move, Rotate, and Scale tools with a cleaner visual design and adds new capabilities, including multi-axis planar dragging, view-space transformations, and trackball rotation.
This release is based on your feedback and solves the problem that standard, single-axis controls often clutter the viewport and require repetitive adjustments to align complex objects. The new draggers preserve the workflows you’re familiar with while providing more precise controls and a less cluttered viewport.
Here is what’s changing:
Visual Refresh: Before & After
All three core transform draggers feature updated, high-visibility colors, adjusted default scaling, and optimized proportions to keep your alignments clear and reduce visual distraction.
Tool
Classic Look
Next-Gen Look
Move
image6492×470 145 KB
image11387×368 99.3 KB
Rotate
image5387×376 98.2 KB
image4357×334 82.4 KB
Scale
image10348×348 83.2 KB
image3361×352 87.8 KB
Key Feature Upgrades
Move Tool: Planar & View-Space Dragging
The Move tool now features multi-axis controls and a cleaner visual layout to help you position assets faster with fewer manual adjustments.
•
Planar dragging: Move objects across two axes simultaneously using new 2D handles for quick, direct surface alignment.
•
View-space movement: Shift objects relative to your camera orientation, instead of local or world coordinates via the central white planar handle.
•
Positive axes default: Only positive axes are shown by default to reduce viewport clutter and make object orien…
[Studio Beta] Introducing LibMP: the MicroProfiler API
Key Takeaways
All MicroProfiler data is now programmatically accessible via LibMP! Build custom profiling widgets, collect client/server analytics, create snapshots, and analyze them later.
Read the announcement to get the LibMP Luau module and unlock it for your games.
Hello Creators,
You asked, and we delivered: introducing LibMP, our new MicroProfiler Luau API! The LibMP API is available to everyone as a Studio beta today. If you want early access to enable LibMP in your live games, see more details below.
This initial release provides a single, unified API for accessing comprehensive, fine-grained performance information. With LibMP, we’re exposing almost all the real-time performance data we have across game Client apps on all platforms, Servers, and Studio.
If you’re new to performance profiling on Roblox, check out our MicroProfiler documentation and tutorial video to learn more.
How to Use LibMP
LibMP is a Luau library that you simply add to your game. It has its own dedicated site where you can read the documentation, download the module, and find example scripts:
github.com
GitHub - Roblox/libmp: Performance data processing engine
Performance data processing engine
LibMP isn’t just for real-time data inside Roblox. You can use it to capture snapshots (dumps) and then analyze these captures outside of Roblox via Lute, an official runtime environment for Luau, similar to what Node.js is for the web.
What to Use LibMP For
The possibilities are vast, but a few key use cases include:
• Custom Debug Widgets: Build your own in-game mini-profiler UI for testing and debugging.
• Performance Analytics: Collect custom performance metrics directly from both clients and servers.
• Client Snapshots: Capture performance data on the Client and send it to the Server for deeper analysis.
• Server Alerts: Generate snapshots on your Servers and send them via HttpService to your external ba…
Add Time-Limited IP Licenses to Your Games
Key Takeaways
Time-limited IP licenses are now available. This enables you to build unique events and attract fans of popular brands.
Find them in the Creator Hub under Licenses.
Hi Creators,
Time-limited licenses are now live on the Licensing Platform. You can propose a start date and duration for a license (anywhere from 3 days to 3 months), build your event or seasonal update, and the platform handles monetization automatically when your agreement starts.
This is built for creators who want to run live ops, promotional drops, and limited-time crossovers with popular IP without a long-term commitment.
What You Can Build With
Some of the biggest IP in the catalog now supports time-limited licenses, including Stranger Things, Squid Game, Saw, The Twilight Saga, Divergent, Now You See Me, Blair Witch, The Strangers: Chapters 1 and 2, and Fall.
In case you missed it, we’ve also added 8 new IPs to the catalog: Oddbods, Pingu, Fleak, The Moon Woke Up, Supa Strikas, Pocoyo, Chiitan, and Latina Superheros. Browse the full catalog to explore everything available.
Screenshot 2026-06-23 at 1.37.58 PM1150×180 53.9 KB
How to Get Started
•
Go to Creator Hub > Explore > Licenses
•
Browse the catalog and find a license with a time-limited option.
•
Select a license, then propose a start date and duration within the IP holder’s defined range.
•
Submit your application with a pitch (example screenshot below).
•
Once approved, ensure your game is updated to use the IP on your start date, as monetization activates automatically on your start date.
• If you change your mind or are unable to meet the start date, you can cancel the license request up to 72 hours before the event.
•
When your agreement expires, you’ll be prompted to self-attest you’ve removed the IP from your game within 3 days.
Screenshot 2026-06-23 at 1.39.14 PM1210×1474 107 KB
Additional Improvements
A couple additional updates are live with this releas…
Introducing Shop: A Personalized In-Game Storefront
Key Takeaways
We’re introducing Shop, where players can discover passes and developer products most relevant to them in your game.
Review your items now in Creator Hub > Monetization > Shop.
[Update] July 7, 2026
Pearvessel:
Hi Creators,
Today, we’re rolling out Shop, giving players a personalized way to discover and buy your passes and developer products. Shop is rolling out over the next few weeks, so you might not see it in your game right away. You can still review your Shop in Creator Hub > Monetization > Shop, and preview your Shop in Roblox Studio. It should become visible in-game as the rollout continues.
Updates to Item Creation Defaults
Alongside the player rollout, we’re also updating item creation defaults so you have clearer control over what appears in your Shop from the start. These changes apply to new items you create starting today. Existing items will keep their current listing status and categories.
• New developer products are marked Not Listed by default. Any developer product you create from now on starts as Not Listed, so it won’t appear in Shop or on other eligible Roblox surfaces until you set it to Listed.
• Passes remain Listed. Passes are Listed by default and this cannot be changed. They will continue to appear in Shop and Experience Details Page automatically.
• Category selection at creation. When you create a new developer product or pass, you choose its category as part of the creation flow. This ensures every item is organized into the right place in your Shop from the moment it is created.
You can review and update the listing status and category of any item at any time in the Item catalog in Creator Hub.
We’ll continue sharing updates here as Shop evolves. Please share your feedback below.
Hi Creators,
We’re introducing Shop, where players can discover passes, developer products, and Robux packages most relevant to them and help you increase sales and keep you…
Improved AnimationConstraint: Stable, Mass-Independent Tracking for Physically-Simulated Joints
Key Takeaways
We’re releasing a 3-phase rollout of improvements to AnimationConstraint, giving you more control over how it drives Transform.
Test this on your game by setting Workspace.ImprovedAnimationConstraint = Enabled.
Hi Creators,
We’re rolling out a set of improvements to the AnimationConstraint that fix long-standing instabilities when physically simulated AnimationConstraints are used in chains or other complex mechanisms (e.g., the arm chain in physically-simulated characters). Because this changes the dynamics of any AnimationConstraint operating with IsKinematic = false, we’re releasing it via a standard 3-phase rollout (Workspace.ImprovedAnimationConstraint) so you can test and adapt your games.
We’re replacing the internal PD-controller-based response of AnimationConstraint (used when IsKinematic = false) with a constitutive soft-constraint formulation, and exposing four new properties that give you intuitive, mass-independent control over how firmly and smoothly the constraint drives its target Transform:
• AnimationConstraint.AngularStrength
• AnimationConstraint.AngularDamping
• AnimationConstraint.LinearStrength
• AnimationConstraint.LinearDamping
The Problem We’re Solving
The current AnimationConstraint uses an internal PD controller to drive its attachments toward the target Transform. This works well when a constraint is acting in isolation, but the controller can become unstable when applied to chains of parts connected by multiple constraints — the PD controller only “sees” the bodies directly connected to it, not the full effective mass of the downstream mechanism. This is the root cause of the instability some of you have hit when using AnimationConstraints to drive arm chains, robotic arms, doors, cranes, and similar articulated structures.
What’s Changing:
• The PD controller behind force-based AnimationConstraints is replaced w…
Analytics: Reduce Error Report Noise With Custom Rules and First Seen Version Tracking
Key Takeaways
We’re launching a revamp of the Error Reports page. You can now spot new errors after version updates with first seen timestamps and version tags, filter out noisy warnings, and create custom regular expression rules to group related errors together.
Go to Monitor > Error reports for any of your games on Hub to try it out.
[Update] July 6, 2026
quazotheduck:
We now automatically analyze your errors from the past hour and provide custom regular expression suggestions personalized to your game. You can find suggestions on the Error reports Rules page. You can view the estimated matches per hour and a sample message for each suggestion. Just click Use expression to create a new rule to group or ignore those errors. If your errors don’t have a common pattern that applies to at least 10 unique messages, you may not have any suggestions now but suggestions will update hourly.
Screenshot 2026-07-01 at 11.31.50 AM (1)1813×706 59.1 KB
Hi Creators,
We know that monitoring your game can be frustrating with noisy error reports. Errors outside your control and commonly recurring warnings can make it difficult to identify emerging bugs. Today, we’re launching a major update to your Error Reports page to fix these problems.
You can find the updated Error Reports page in your Creator Dashboard for your games under Monitor > Error Reports.
Spot New Errors After Each Update
When you make an update, new errors might not make it into the top 500 and won’t show in your error reports. We’ve added a “New errors since” filter so you can see the top 100 new errors and warnings that have popped up since you last updated your game.
image21622×900 80.7 KB
We also added the ‘First seen at’ column to the error reports table. This shows the date and time when each error or warning first occurred. When you pick a place, you can also see the ‘First seen version’ column on the tab…
[Test] Introducing Offers: Roblox-Funded Promotions on Avatar Items
Key Takeaways
We’re testing Offers, a new feature that gives users promotional offers on avatar items, excluding limiteds and resales. Some users may see these offers in Marketplace banners, notifications, and at checkout. This test is fully funded by Roblox, your earnings remain whole.
Hi Creators,
Today, we’re starting to test Offers, a new feature that gives users promotional offers on Avatar and in the future game items, excluding limiteds and resales. This test is fully funded by Roblox, meaning your earnings remain whole. Users may see these offers in Marketplace banners, notifications, and checkout.
image2818×1736 536 KB
image1818×1736 337 KB
What to Expect During Testing
This initial test is focused on Marketplace items and will begin near the end of June 2026. Users may see an offer, continue through the normal purchase flow, and have the offers applied automatically at checkout.
There is no separate setup required for you in this phase. Roblox is fully funding these offers during testing, so your payouts remain whole. Roblox will distribute offers, analyze the results, and scale the system over time if it improves outcomes for both users and creators.
What’s Next
We’ll continue testing Offers on Marketplace and use what we learn to improve how offers are surfaced and delivered. Over time, we’re also working toward more flexible Offers, including bringing them to Games in the future.
We appreciate your partnership as we test this new feature and will share more updates on the future of Offers in the coming weeks.
Please share any feedback with us below. Thank you!
FAQs
Will these offers cut into my earnings?
• Not at all. This is a promotional test fully funded by Roblox. If a user buys your avatar item through an offer, your payout will remain 100% whole based on the price you set.
Can I choose or control which users receive these offers?
• No. To ensure the test is fa…
[Early Preview] Convert Your Game to Streaming Using AI
Key Takeaways
We’re sharing an early preview of our new Convert to Streaming Skill that uses AI to automate updating your game for streaming.
Download the skill and make a copy of your game to try it out.
Hi Creators,
Enabling Instance Streaming is one of the best ways to optimize your non-streaming game, but updating your games can be a tedious manual undertaking. Today, we’re sharing an early preview of our new Convert to Streaming Skill that uses AI to automate most of the process for you.
This is an early preview and we’re just starting to use skills for large code refactorizations. This skill will likely modify a lot of your game’s code so we highly recommend running this skill on a copy of your game.
Read on to learn more, or simply download the file below and fire up your favorite LLM and MCP to get started!
roblox-streaming-conversion-v1.0.zip (157.8 KB)
Why Streaming?
Instance streaming, commonly referred to simply as “streaming,” unlocks huge benefits:
• Expand your reach: Your game runs smoothly on lower-end devices, allowing you to welcome more players.
• Better efficiency: Games load faster, look cleaner, and use memory much more efficiently.
• Advanced engine features: Unlock powerful engine features like Server Authority and SLIM that streaming is a prerequisite for using.
We’ve heard your feedback that updating a large game for streaming is daunting. Whether your game is entirely new to streaming or you’re looking to optimize an existing setup, this new AI tool does the heavy lifting for you.
What the Streaming Skill Does
The skill automatically evaluates your game, applies recommended configurations, and cleans up compatibility issues.
Model and Workspace Adjustments
• Applies optimal settings: Configures your Workspace streaming settings to our recommended baselines.
• Sets ModelStreamingMode: Evaluates your models and automatically applies the correct streaming mode base…
Weekly Recap: June 15 - June 18, 2026
Key Takeaways
Studio Script Sync hit Full Release this week with four beta-driven improvements, while a new [Beta] Studio Debugger Luau API gives plugins and Studio Assistant programmatic control over breakpoints and live runtime state. On the platform side, Managed Pricing launched to unify Regional Pricing and Price Optimization into one automated system, and Roblox Kids & Select went live globally.
Check the full recap!
ICYMI, we have a new Updates page on Creator Hub where you can find a scrollable changelog of all product announcements and updates, updated in real time.
Betas and Tests
[Beta] Studio Debugger Luau API
• ScriptDebuggerService is now in beta, giving plugins programmatic control to set conditional breakpoints and logpoints, inspect call stacks and variables, and control script execution from Luau.
• Studio Assistant can now drive the debugger itself — setting breakpoints, running your game, and reading live runtime state to find bugs that static code review can’t catch.
Updates and Announcements
Roblox Kids and Select Global Launch: Upcoming Updates to Eligibility, Ads Manager, and Expedited Review
• Roblox Kids and Select accounts are now live globally; the Highly Engaged Player definition will be relaxed in coming weeks, estimated to increase new games entering the catalog by 33% per day.
• A refundable Expedited Review and a new Engagement Objective beta in Ads Manager are now available for creators who need a direct or predictable path to reaching younger audiences.
• Next week, we will improve the 404 messaging on Game Details Pages so players understand when games have been made private by the creator vs. being temporarily unavailable due to moderation.
Recommended For You Algorithm Improvements That Better Value Long-Term Retention
• The Recommended For You algorithm now uses 28-day retention signals (up from 7) and replaces QPTR with play-through rate (PTR) and first play bounce rate f…
[Beta] Studio Debugger Luau API
Key Takeaways
ScriptDebuggerService ships today in beta, giving plugins programmatic control over the Studio debugger. Set conditional breakpoints and logpoints, inspect the variables and call stack of stopped threads, and control script execution, all from Luau. Studio Assistant can now drive the debugger itself, setting breakpoints, running your game, and reading live runtime state to track down bugs that static code review can’t catch.
Try the new API in Studio.
Hi Creators,
We’re excited to announce the beta release ofScriptDebuggerService, a Luau API that gives you programmatic control over the Studio debugger.
Studio debugging has always been hands-on: click to set breakpoints, step through by hand, hover to read values. ScriptDebuggerService opens that whole workflow up to code. Build your own debugging plugins and tooling on the API, or let Assistant drive the debugger for you through the new debugging Skill. Both paths use the same API.
The API
ScriptDebuggerService lets your plugins:
• Manage breakpoints and logpoints: Attach them to specific scripts, gate breakpoints behind a condition so they only fire in the state you care about, and print runtime values with logpoints that never pause execution.
• Inspect stopped threads: Walk the call stack of any paused thread, read every variable in a frame (including nested tables) by scope, name, value, and type, and evaluate arbitrary Luau expressions against the paused frame.
• Control execution: Decide how the debugger responds to each stop, step into, over, and out of calls line by line, and set exception break modes to halt automatically on errors.
Workflows This API Unlocks
• Conditional bug hunting: Break only when a variable hits the bad state you’re chasing (num < 6, health < 0, a nil where you expected an instance), so you skip every healthy iteration and stop exactly where it goes wrong.
• Non-invasive logging: Drop logpoints to print runtime values withou…