My game is driven by UGC – Users design their own character models and can use them freely, comparable to the likes of VRChat. The game I run is an obvious edge case (to not call it an edge case would be nothing short of ridiculous). I am quite strongly opposed to the idea of this restriction.
#How to use extreme injector on roblox software
In the meantime, I created web server software which eases the restrictions for non-group games (for creators willing to run their own web servers). I have previously made a similar feature request to this asking for security switches for these two model-loading functions. Given the reasons I’ve stated, it would seem the restrictions should be the other way around. In contrast, with InsertService, games have an opportunity to strip out BaseScripts and other unwanted objects before adding them to game worlds, but it’s currently restricted.īasically, a more controllable model-loading system, InsertService, is restricted, but a less-controllable and more dangerous system, require(assetId), is unrestricted.
#How to use extreme injector on roblox code
ModuleScripts can run their code before the game can do anything to interfere, so it might as well be a more dangerous version of loadstring. Here’s the difference: It can currently load any free ModuleScript from the Library via its asset ID, and there is no setting to restrict it. In the meantime, I’m looking to find another way to do this, no matter how While I do see your point, why hasn’t this limitation been applied to the require(assetId) function? Can you clarify why require(assetId) isn’t restricted when, in practice, it is also creating “dynamic third-party dependencies” within many games, such as with admin scripts? I really really hope this gets changed, because it frustrates me, and likely many others. script without you or Roblox owning them is extremely limiting. But models/decals, at the very least, those are the core of Roblox, and the fact they cannot be inserted via. I believe that the security risks of this are not nearly enough to warrant enforcing this security on Models too. The last part currently does not exist, and makes a ton of things completely impossible or just too laborious to consider. I believe this is a very necessary change to this function:Īllow insertion of any model that is in your’s or Roblox’s inventory, and also any asset that allows copying, aka. This makes it impossible to create a flexible custom maps feature without the extreme effort of taking into your inventory every single map people would like to insert. Right now, it’s currently not possible to insert models into your game by script without them being in your’s or Roblox’s inventory.