[Beta] Revamped Asset Manager Updates: Drag-and-Drop, Custom Rows and More
Key Takeaways
The revamped Asset Manager now supports a streamlined vertical view, compact list rows, and drag-and-drop to insert assets. In the coming weeks, we plan to transition to an opt-out beta and then launch the revamped Asset Manager.
Go to File > Beta Features and enable the beta, then open the Asset Manager from the ribbon bar: Home > Assets.
Hi Creators,
We have several new improvements to the Asset Manager, ranging from UI improvements to new features improving usability. Let’s dive into it.
New Features
A Streamlined Vertical View
When in a vertical view next to the viewport, the Asset Manager now includes cleaner hierarchy navigation, search, and options to apply filters, refresh, or import.
In this view, you can navigate across different inventories by clicking on the header to expand the navigation menu. All the top-right tools are also collapsed into a single menu. We’ve also improved the search UI for the vertical layout. Asset type options are now available at the top, instead of inside a separate sidebar.
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To move items into different folders across your inventory, use the Move option in the context menu.
Custom Row Sizing
You can now customize the height of rows in the list view to set up a more comfortable or compact browsing experience. Click on the View Mode icon in the top right corner, and use the slider to change the row height to your preference. This works similarly to custom grid tile sizing; they’re independent of each other, but both are saved across Studio sessions.
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Drag-and-Drop Insert
You can now use the mouse to drag and drop assets into the workspace. This is an extension of the behavior available in Toolbox and the legacy Asset Manager; for example, you can now select multiple items at once and drag them in. A placeholder…
Assistant Updates: Introducing Creator-Authored Skills
Key Takeaways
You can now create your own Skills, in addition to the Roblox-authored ones built into Studio Assistant.
Write a Skill yourself or have Assistant build it with /rbx-create-skill then edit and reuse it so Assistant follows the way you like to build.
Hi Creators,
Today, we’re launching creator-authored Skills: guides for Assistant that you can define to automate specific conventions you want to follow or tedious workflows you don’t want to repeat — like how you name modules or the checks you run before you ship.
When we introduced Skills, every Skill was Roblox-authored and built into Assistant. Now, you can make your own Skills for Assistant to help you with your workflows. You can also edit or delete Skills at any time. Skills also work in third-party MCP clients like Claude Desktop, Claude Code and Cursor so the conventions you capture follow you wherever you use Assistant.
Create Your Own Skills
A Skill is a Markdown document that teaches Assistant how to perform a task, including a short description of what it does and when to apply it, plus a body of instructions. The description is what Assistant matches your request against and decides when the Skill is used.
Your Skills live in the new Skills tab in Assistant Settings, reachable from the “…” menu in the top-right of the Assistant panel. You can manage everything about your Skills from this tab, including:
• Create a new Skill from scratch
• Edit your Skills inline
• Enable or disable a Skill with a single toggle
• Duplicate a Roblox-authored Skill to customize it
• Delete Skills you no longer need
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Add, Edit, Remove, or Disable Skills at any time in Assistant Settings
For the full walkthrough, see the Assistant skills documentation.
Here are a few example use cases:
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Coding conventions: Capture your naming, formatting, and module structure once for Assistant to follow every time it writes or edits…
[Full Release] Ship Fair And Competitive Games with Server Authority
Key Takeaways
Server Authority is now available for all creators to run their core game on the server while maintaining instantaneous, lag-free player responsiveness. This unlocks new dimensions of gameplay through consistent, fair physics and blocks exploits like speed hacks without requiring custom anti-cheat code.
Enable it in the Workspace Properties panel in Roblox Studio.
Hi Creators,
We’re launching Server Authority for all games today. Based on your feedback, we want to help you build fair and responsive multiplayer games. This feature makes the server the single source of truth for your game’s state, letting you protect your games while keeping physics responsive.
Why Use Server Authority
Cheating ruins gameplay and hurts your communities. Server Authority solves this at the engine level by running your code authoritatively on the server, which automatically rejects invalid client movements. It’s paired with client prediction and rollback, so your client predicts inputs instantly and resimulates to match the server if a misprediction happens, keeping gameplay snappy. The result is consistent, fair physics for character movement, vehicles, and sports across every device and connection. In short, this new netcode empowers you to write server-side behaviors without latency, unlocking more gameplay options for any game.
What’s New
Boosted Performance and Reduced Mispredictions
We’ve made some improvements since launching the Client Beta. We’ve built a stronger foundation by boosting performance and reducing mispredictions across the board. Server Authority is easy to turn on for basic characters and objects simulated by the engine, and it protects your games from cheating while keeping physics responsive.
• Mispredictions: Lowered mispredictions across a range of gameplay scenarios.
• Performance: Improved framerate on lower-end devices
• Backpacks and Tools: Now fully supported…
Building Stronger Protections and a More Consistent Marketplace: Unifying 2D and 3D Avatar Item Publishing
Key Takeaways
Starting July 14, 2026, we’re unifying upload, publishing, and economic requirements for 2D and 3D avatar items on the Marketplace, leveling the playing field for all creators. As part of this, we’re reducing the upload fee for 3D items from 300 Robux down to 200 Robux per item, matching the new global baseline.
Ensure your account meets all requirements ahead of July 14 to keep your items active.
[Update] July 7, 2026
fabsnation:
Hi Creators,
We hear your concerns about the changes to uploading and publishing 2D items, so we want to address your top questions to further clarify how the unified Marketplace structure works.
Why are you increasing the fees for 2D items?
When we introduced the upload fee, publishing advance, and subscription requirements for 2D items in March, our goal was to move toward making Marketplace safer and more sustainable. Since then, automated 2D uploads have dropped significantly reducing repeat abuse from bad actors and making the platform more stable for genuine creators. These latest changes are meant to continue making the Marketplace safer for both our users and creators.
Are you trying to phase out or “kill” 2D clothing by making it financially unviable?
We hear your worries about the future of 2D clothing on the platform. We’re not phasing out 2D clothing. Keeping 2D supported on this unified backend is what will let us explore bringing advanced marketplace features to 2D clothing soon. This update is strictly about improving content safety and creator accountability by setting the same rules for all avatar items.
Can you elaborate on exactly why 2D and 3D needs to be unified? These are completely different markets with different mechanics.
Unification closes the identity verification and financial gaps bad actors were able to use to evade moderation. Applying the same requirements to every asset t…
Introducing GuiButton.SecondaryActivated
Key Takeaways
The GuiButton.SecondaryActivated event is now available. This routes right-clicks, long presses, and controller inputs to a single API, so you aren’t branching UI logic by device.
Hi Creators,
Today, we’re launching GuiButton.SecondaryActivated, a new event that gives you a universal, cross-platform way to handle secondary button input. It’s designed for alternative activation methods like right-click on desktop and long press on mobile, so you can support those interactions through one API instead of branching your UI logic by device.
Why This Matters
Secondary actions are a common part of modern UI patterns, but historically they’ve been awkward to implement consistently across platforms. SecondaryActivated makes that much simpler by giving GuiButton a dedicated event for those interactions.
This event currently fires on
• right-click on pointer input
• long press on touch (>1000ms)
• R3 on controller [1]
• Alt + Enter on keyboard (when using keyboard navigation)
This is especially useful for patterns like
• opening context menus
• showing secondary actions
• surfacing shortcuts
• supporting long-press interactions on touch devices
[1] SecondaryActivated fires and sinks with R3 when there is a selected GuiObject, otherwise, R3 continues to pass to systems below it
Getting Started
You can start using SecondaryActivated on any GuiButton today! For API details, see the reference documentation.
We’re excited to see what you build with it, and we’ll keep listening to feedback as creators adopt this across different UI patterns and input devices