Roblox Launches In-Game Editable Image Publishing to Player Inventory
Creators can now let players publish EditableImages directly from experiences into their personal inventory for cross-game use.
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Creators can now let players publish EditableImages directly from experiences into their personal inventory for cross-game use.
Starting October 19, 2026, games without a custom 16:9 thumbnail will no longer appear in Roblox's homepage recommendation feed. Default placeholder images no longer count toward discovery eligibility.
To create a Roblox badge, hover over your experience's thumbnail on the Creator Dashboard, click the ⋯ button, select Create Badge, then set a name, description, and a 512×512 icon. To award it in-game, call BadgeService:AwardBadgeAsync(userId, badgeId) from a server script, wrapped in pcall() .
Roblox lets you transfer a game to a group where you have permission to publish games.
Roblox creators can enable private servers only after making their game public to all users.
Roblox restricts access to imported audio through its asset privacy system. If an audio asset is private, only its owner can initially view and use it. The owner can grant usage permissions to specific friends and experiences.
If you're building a Roblox experience with a team, you usually want the game owned by your group, not your personal account. Roblox's own documentation notes that a group lets multiple creators work on the same game, use the same assets, share profits, and give credit to all contributors — and that group ownership helps creators operate as independent.
A user-owned Roblox experience can remain Private while a friend edits it. Private experiences are available only to the owner and users with Edit permission, and Edit permission for a user-owned experience can be granted only to Roblox friends.
Roblox scripts use the Luau programming language. Script Sync lets you edit them in an external editor such as VS Code by synchronizing scripts in Studio’s data model with text files on your local disk. Changes to synchronized Luau files are applied in Studio, while Studio-side changes are written back to disk.
Roblox experiences use a client-server model. The server maintains the experience state and keeps connected clients synchronized through replication, including the data model, physics simulation, and chat messages.
Roblox Remote Security: Let the Client Ask, Let the Server Decide A determined exploiter can fire or invoke RemoteEvents and RemoteFunctions at arbitrary frequencies with arbitrary arguments, except for the first Player argument supplied to a server callback. Treat every client request as untrusted. Understand the boundary RemoteEvents provide asynchronous.