Cómo usar
- Copia el comando y revisa el paquete antes de instalarlo en tu entorno de agente.
- Consulta las herramientas, credenciales y entornos necesarios en el documento original.
- Describe las entradas y el resultado deseado; contrasta la salida con las fuentes.
npx skills add https://github.com/flatbedj/roblox-skills --skill roblox-textchat-channelsAntes de empezar
- La instalación no incluye suscripción al modelo, cuota API ni permisos sobre tus archivos.
- Las estrellas e instalaciones reflejan actividad, no una prueba independiente de calidad o seguridad.
Contenido del repositorio de origen con títulos, ejemplos, código, tablas, enlaces e imágenes preservados.
Roblox custom chat: channels, tabs, cross-server
Modern games use TextChatService (ChatVersion = TextChatService). Here's how to get real, switchable channel tabs and cross-server delivery — the non-obvious parts.
Two channels shown as TABS (the key that's OFF by default)
The modern default chat merges everything into one window UNLESS you enable channel tabs. Two settings, best set as place properties in Edit mode (setting them at runtime is too late — the chat server boots first — and can break the default wiring):
TextChatService.CreateDefaultTextChannels = false— drop the default RBXGeneral/System tabs so you get EXACTLY your channels.TextChatService.ChannelTabsConfiguration.Enabled = true— this is the switch that makes channels appear as tabs.ChannelTabsConfigurationis an auto-created child of TextChatService. Once on, each custom `TextChannel` auto-becomes a tab labelled by its `Name` — no per-channel config needed.
⚠️ Both are place properties → they need a place SAVE to persist across sessions. Also set them in ChatService.start() at runtime as a fallback, but the Edit-mode/place value is what reliably takes effect on boot.
Creating the channels (server)
With CreateDefaultTextChannels = false, the TextChannels container is NOT auto-created. So:
local container = TextChatService:FindFirstChild("TextChannels")
if not container then
local f = Instance.new("Folder"); f.Name = "TextChannels"; f.Parent = TextChatService; container = f
end
-- Tab order = CREATION order (there is NO reorder API — it's an open devforum feature request).
-- Create the channel you want leftmost FIRST.
local here = Instance.new("TextChannel"); here.Name = "Here"; here.Parent = container
local global = Instance.new("TextChannel"); global.Name = "Global"; global.Parent = containerAdd every player to each channel on join so they can read + type: channel:AddUserAsync(player.UserId) (creates their TextSource; pcall-guard it; it yields, so calls run in order).
Displaying messages into a channel (client)
textChannel:DisplaySystemMessage(richText) shows a message on the calling client only, in that channel's tab. Use it to render a game-event feed (pulls, announcements) into a specific tab. RichText works — but escape user-supplied text first (s:gsub("&","&"):gsub("<","<"):gsub(">",">")) or players can inject </font> tags.
Cross-server (chat or an event feed) via MessagingService
DisplaySystemMessage is local-only, and normal channel delivery is per-server. To go cross-server:
- Event feed (e.g. broadcast a rare drop to all servers): on the event,
MessagingService:PublishAsync(TOPIC, payload)withpayload.j = game.JobId.SubscribeAsync(TOPIC, ...)on every server; whendata.j ~= game.JobId(another server), fire a RemoteEvent to local clients → theyDisplaySystemMessageit. Fire the LOCAL copy instantly viaFireAllClientsand skip your own JobId in the subscriber to avoid a double. - Cross-server player chat: set the channel's
ShouldDeliverCallback(runs on the SERVER per recipient) — relay the message once (dedupe bymessage.MessageId) viaMessagingService:PublishAsync, andreturn trueto still deliver locally. Other servers receive it andDisplaySystemMessageit for their clients (local = native message, remote = system message; acceptable). - Always `pcall`-guard MessagingService — it errors when API access is off (Studio) or rate-limited (~150 + 60×players msgs/min per topic). Then the feature degrades to in-server only instead of crashing.
Testing caveats
- Cross-server can't be tested in solo Studio (one server) — MessagingService round-trips to self only. Verify the in-server path (channels exist, player is a member, DisplaySystemMessage renders) and wire the cross-server path carefully.
- Fire a fake event via
Net.event("X"):FireAllClients(payload)from the Server datamodel, thenscreen_capturethe chat (the window pops on a new message) to confirm formatting + which tab it lands in.
Lesson
Before declaring "the platform can't do X" for chat/UI, check create.roblox.com/docs and the devforum — the modern chat is more capable than it first looks (channel tabs, gradients, configs all exist). Docs: create.roblox.com/docs/chat/chat-window ; devforum "Channel Tabs & UI Gradient Now Available in TextChatService".




