Understanding the Roblox Packages Workflow: Roblox Staff Videos

Roblox Level Up
15 Jul 202427:45

Summary

TLDRThis Roblox tutorial by environment artist K Monkey dives into the package system's workflow, teaching how to create and manage packages with different asset types. It covers best practices for grouping assets before packaging, using the right-click menu for package management, and leveraging packages for team collaboration and version control. The video also explores common mistakes to avoid and the advantages of using model groups for packaging, ensuring a more efficient and flexible asset management process.

Takeaways

  • 📦 The video is a tutorial on Roblox's package system, focusing on creating packages with different asset types and understanding the workflow.
  • 🔄 It emphasizes the importance of using the right-click menu options for package management, including publishing and updating packages.
  • 👷‍♂️ The presenter, K Monkey, explains how to group assets before packaging to maintain transformation data, which is crucial for moving and rotating objects without modifying the package.
  • 📌 A warning is highlighted when packaging a folder without a model, as it lacks locational data and can lead to unintended modifications.
  • 🔍 The video demonstrates the consequences of not following best practices, such as trying to move a package that was created from a simple mesh without a model group.
  • 🛠️ It showcases how to use the 'undo changes to package' feature to revert unwanted modifications and maintain a clean package state.
  • 🔄 The 'get latest package' option is introduced for updating placements to the most recent package version.
  • 🔑 The 'package details' feature is explored, allowing users to view and manage package configurations, permissions, and version history.
  • 🔍 The 'compare package version' tool is highlighted as a valuable resource for understanding changes between package versions, aiding in team collaboration and decision-making.
  • 🔧 The video also covers how to manually roll back a package to a previous version as a workaround when needed, and the limitations of the current system in this regard.
  • 🔗 Finally, it wraps up with an introduction to the third video in the series, which will delve into advanced package usage.

Q & A

  • What is the main focus of the video by Curb Monkey, a principal environment artist at ROBLOX?

    -The video focuses on teaching the package workflow in ROBLOX, including creating packages with different asset types, using right-click menu options, and how packages can aid in team collaboration and act as version control for assets.

  • Why is it recommended to model group an object before converting it into a package in ROBLOX?

    -Model grouping an object before converting it into a package is recommended because it retains the transformative data, allowing the package to be moved or modified without incurring a modified state, which is essential for maintaining consistency across all instances of the package.

  • What happens if you package a mesh directly without putting it in a model group?

    -Packaging a mesh directly without a model group results in the package entering a modified state when you try to scale or move it, which can cause issues with maintaining consistency across all package instances.

  • What is the significance of using the 'auto update' feature when creating a package in ROBLOX?

    -The 'auto update' feature ensures that all instances of the package are automatically updated to the latest version when changes are published, eliminating the need to manually update individual placements.

  • Why should you avoid packaging 3D assets within a folder?

    -Avoiding packaging 3D assets within a folder is important because a folder does not contain locational or transformative data. This can lead to issues when trying to move the package, as it will attempt to move the mesh, causing a package modification.

  • What is the purpose of the 'undo changes to package' right-click menu option in ROBLOX?

    -The 'undo changes to package' option allows you to revert any modifications made to a package, bringing it back to its last published state, which is useful for correcting unintended changes or mistakes.

  • How can you manually roll back a package to a previous version in ROBLOX?

    -You can manually roll back a package by deleting the package link, pasting the contents of an older version into a new package, and then publishing the changes. This method allows you to override the current package with the desired older version.

  • What does the 'compare package version' tool in ROBLOX allow you to do?

    -The 'compare package version' tool allows you to view and understand the changes made between different versions of a package, helping you to identify what has been modified, added, or removed.

  • Why is it beneficial to use a model group as the container for everything that's going to be packaged?

    -Using a model group as the container for everything to be packaged provides flexibility, as it allows you to add or replace objects within the package without being stuck with the original objects. It also retains the transformative data necessary for moving the package without incurring a modified state.

  • How does the package system in ROBLOX help with team collaboration and asset management?

    -The package system facilitates team collaboration by allowing multiple team members to work with the same assets without conflicts. It also serves as a version control system, enabling teams to track changes, roll back to previous versions if needed, and ensure that all team members are working with the most up-to-date assets.

Outlines

00:00

📦 Package Workflow Basics

In this segment, Curb Monkey, a principal environment artist at ROBLOX, introduces the concept of packages in Roblox Studio. He explains the importance of using packages for asset management, collaboration among team members, and as a version control system. The video serves as the second part of a three-part series, with the first focusing on package introduction and basics, and the third on advanced package usage. Curb Monkey demonstrates the process of creating packages using different asset types, the right-click menu options, and the implications of packaging objects in different ways, such as model groups, individual meshes, and folders. He emphasizes the best practice of grouping objects before converting them into packages and the potential issues that can arise from not doing so.

05:03

🔄 Modifying Packages and Transformative Data

This paragraph delves into the consequences of packaging 3D assets in various ways, such as within a folder or as a standalone mesh. Curb Monkey illustrates the importance of transformative data by showing how moving a package without it results in a modified state. He advises against packaging within a folder due to the lack of locational data, which can complicate asset management. The segment also covers the use of model groups as a container for assets to be packaged, allowing for easier manipulation and updates. Curb Monkey further explains the limitations of direct mesh packaging without a model group and how it can restrict asset modification and movement.

10:06

🛠️ Package Right-Click Menu Options

Curb Monkey explores the various options available in the package right-click menu in Roblox Studio. He discusses the 'Publish Package' and 'Undo Changes to Package' features, demonstrating how to revert unwanted modifications. He also explains the importance of keeping packages in a 'clean state' to receive updates and introduces the 'Get Latest Package' option for syncing with the current version. Additionally, he touches on 'Package Details,' which provides configuration information, and the 'Compare Package Version' tool, a new feature for understanding changes between package versions. This tool is highlighted for its utility in team collaboration and managing package updates.

15:06

🔄 Advanced Package Management Techniques

In this part, Curb Monkey discusses advanced techniques for managing packages, including the 'Update All' feature for synchronizing multiple package instances and manual rollback methods. He provides a workaround for rolling back a package to a previous version by manually overriding the package contents and publishing the updated package. Curb Monkey also mentions the limitations of the current rollback process in the package details, which lacks a preview and change notes, making it a less intuitive method compared to the manual rollback he demonstrated.

20:07

🔄 Package Versioning and Rollback Overview

Curb Monkey wraps up the video by summarizing the package versioning process and providing an overview of how to rollback a package to an earlier version using the package details in the Creator Hub. He points out the challenges of this method due to the lack of detailed information and the absence of change notes, which can make the process confusing. He reiterates the preference for the manual rollback method shown earlier in the video for its clarity and control over the rollback process.

Mindmap

Keywords

💡Package Workflow

Package Workflow refers to the process of creating, managing, and updating packages in Roblox Studio. It is central to the video's theme as it guides viewers on how to effectively use packages to streamline their asset management. In the script, the presenter explains the steps involved in creating packages from different asset types and the importance of the right-click menu options for managing these packages.

💡Environment Artist

An Environment Artist is a professional who specializes in creating digital environments for video games. In the context of the video, 'Curb Monkey' is introduced as an Environment Artist at Roblox, indicating their expertise in designing virtual spaces and environments within the platform, which is directly related to the use of packages for asset management.

💡Asset Types

Asset Types in the video script refer to the different kinds of digital elements that can be created and used in Roblox Studio, such as 3D models, textures, and sounds. The script discusses how to create packages using different asset types, emphasizing the versatility of the packaging system in handling a wide range of assets.

💡Right-Click Menu Options

The Right-Click Menu Options are contextual menus that appear when a user right-clicks on an object in Roblox Studio. These options are crucial for managing packages, as they provide quick access to functions like publishing, updating, and undoing changes. The script explains how to use these options for efficient package management.

💡Collaboration

Collaboration in the video script pertains to the teamwork aspect of using packages in Roblox development. It highlights how packages can facilitate the sharing and synchronization of assets among team members, which is essential for large projects. The script mentions that packages can help in 'collaboration across team members' and 'place files'.

💡Version Control

Version Control is a system that tracks changes to a project's assets over time. In the context of the video, it refers to using the package system as a method to manage different versions of assets, ensuring that updates are consistent and that previous versions can be reverted to if necessary. The script discusses the importance of version control for asset management.

💡Model Group

A Model Group in Roblox Studio is a way to organize and group objects together for easier manipulation and packaging. The script emphasizes the best practice of modeling an object into a group before converting it into a package, which allows for better management of locational and transformative data.

💡Auto Update

Auto Update is a feature in the package system that automatically updates all instances of a package when changes are published. The script mentions turning on 'auto update' as a standard practice after creating a package, which helps in maintaining consistency across all uses of the package.

💡Modified State

A Modified State in the context of the video refers to a package that has been altered from its last published version. The script explains that being in a modified state can prevent a package from receiving updates and that it's important to revert to a 'clean state' to ensure updates are applied.

💡Compare Package Version

Compare Package Version is a tool within Roblox Studio that allows users to view and understand the differences between package versions. The script describes this tool as 'extremely helpful' for determining what changes have occurred within a package, which is vital for team collaboration and maintaining version control.

💡Roll Back

Roll Back in the script refers to the action of reverting a package to a previous version. The video explains different methods to manually roll back a package, which is useful for undoing unwanted changes or restoring an asset to an earlier state. The script provides examples of how to roll back using both the package details and a manual method.

Highlights

Introduction to the package workflow by K monkey, a principal environment artist at Roblox.

Explanation of how to create packages using different asset types.

The importance of using the right-click menu options for package management.

How packages can facilitate collaboration among team members and manage place files.

The use of packages as a version control system for assets.

Demonstration of converting different asset types into packages, including model groups and individual meshes.

The consequences of packaging without a model group and the recommendation to use one.

Discussion on the limitations of using a folder as a package container.

The benefits of using a model group for transformative data and ease of movement.

Common mistakes when packaging meshes and how to avoid them.

The flexibility of the package system for including various asset types beyond 3D objects.

Overview of the package right-click menu options in Roblox Studio.

How to use 'undo changes to package' to revert unwanted modifications.

The functionality of 'get latest package' to update to the most current version.

Details on using the 'compare package version' tool for understanding changes between versions.

The process of manually rolling back a package to a previous version.

The limitations of the current package rollback method and a proposed workaround.

Conclusion and anticipation for the third video on advanced package usage.

Transcripts

play00:00

in this video curb monkey a principal

play00:02

environment artist at ROBLOX teaches you

play00:03

about the package's workflow he'll cover

play00:06

how to create packages using different

play00:07

asset types the rightclick menu options

play00:10

and how packages can help collaboration

play00:12

across team members and place files and

play00:13

act as a Version Control for your assets

play00:16

feel free to use the time stamps to jump

play00:17

to the topics that interest you this is

play00:20

the second of three Roblox staff videos

play00:22

that talk about packages the other two

play00:24

videos in the series along with

play00:25

additional information and resources can

play00:27

be found in the description

play00:31

hey Roblox Studio Builders K monkey here

play00:33

again on the second video of the

play00:35

three-part series of the package system

play00:38

tutorial in this video we'll be going

play00:41

over creating packages using different

play00:44

asset types the update and rightclick

play00:47

menu options collaborating across team

play00:50

members and place files and common

play00:52

mistakes as well as using the package

play00:55

system as Source control for your

play00:58

assets just as a recap the first video

play01:02

went into package introduction and

play01:04

basics in the third video we'll go over

play01:07

Advanced package

play01:09

usage so let's Dive Right In so in the

play01:12

first video we talked about how and why

play01:14

you should use packages and how to

play01:15

create them I kind of want to dive in a

play01:18

little bit on making packages out of

play01:21

different asset

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types first example here I have a fire

play01:25

hydron and I mentioned in the first

play01:28

video that you always or at least 90% of

play01:31

the time you want to model group an

play01:33

object before you convert it into a

play01:36

package so here if I go into group as a

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model this is going to be the best way

play01:43

for me

play01:44

to create a package out of this object

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I'm just going to copy and paste the

play01:49

name

play01:52

here um but what happens if you don't do

play01:54

that I'm going

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to duplicate that

play01:59

hydrant and pull it over just as an

play02:03

example also going to make another copy

play02:07

of this I'm going to place it in a fold

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room and what I'm doing here is just

play02:10

just showing you what happens if you

play02:13

make packages different asset types so

play02:16

we have three identical meshes but we're

play02:19

going to package them up

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differently this one is in a model group

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this one's going to just be a mesh and

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this one's going to be in a folder

play02:30

now the

play02:31

folder doesn't have any locational data

play02:35

about it

play02:37

so brings up some interesting um use

play02:41

cases but most of the time again you're

play02:44

going to want to

play02:46

group your asset before converting to a

play02:48

package so let me go down the line here

play02:51

and I'll convert each one of these into

play02:54

a

play02:55

package so fire

play02:57

hydrant we'll just put group here

play03:02

here submit that

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one then this one it's just going to be

play03:07

a

play03:12

mesh submit that

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one then this one's our folder we're

play03:18

going to come up here just rename this

play03:20

folder hydrant as

play03:28

well and conver this into a package and

play03:31

you'll notice right as I try to convert

play03:34

a folder into a package comes up with a

play03:37

warning this object has 3D content in it

play03:39

but is not a model so moving or rotating

play03:42

it will count as a modified package are

play03:45

you sure you want to continue I'm going

play03:47

to say yes here just for this example so

play03:51

these are all packages and again I'm

play03:54

going to go in to my package links and

play03:57

turn them all on to auto update that's

play03:59

again something I do every time I create

play04:01

one that way I don't have to go around

play04:03

and and

play04:06

update individual placements so now that

play04:09

I created three packages I'm going to

play04:12

make a copy of each one and just kind of

play04:14

move it and show you what happens so on

play04:16

this one the one that is a model group

play04:19

and kind of set up uh in the best

play04:22

practices

play04:23

way um that one moved fine we're going

play04:27

to duplicate this one that that moved

play04:30

fine as well and now going to click on

play04:32

the folder which is the parent um

play04:35

package container for this folder

play04:38

package and I'm going to duplicate and

play04:40

move it and you can see as soon as I did

play04:42

that because the folder itself doesn't

play04:45

have any locational or transformative

play04:47

data in it it's basically trying to move

play04:50

the mesh so this is why you want to

play04:53

avoid trying to package things in a

play04:56

folder I'm going to say okay here anyway

play04:59

come back to this one and hit publish to

play05:03

package let's see what happens you can

play05:07

see because this folder doesn't have any

play05:11

transformative data in it the only way

play05:14

to move that mesh was to physically move

play05:16

the underlying child which incurred a

play05:20

package modification and now you can see

play05:22

both of my packages are in the same

play05:26

spot so this is this is one guy you on

play05:30

um trying to package Up 3D

play05:33

assets within a folder group now there

play05:36

are times that you can package things

play05:38

that are in um a folder scripts for

play05:41

example would be one where there isn't

play05:43

actually a physical location to that

play05:46

script in 3D space but models you really

play05:50

shouldn't do this and you should stick

play05:52

to a model if you do have things that

play05:54

are you know in a folder and you want to

play05:58

keep that folder structure that's

play05:59

perfect perfectly fine the only thing

play06:01

you need to do if you want this type of

play06:04

hierarchy in your package is to go ahead

play06:07

and group that folder into a model group

play06:12

again this will give you the

play06:14

transformative data that you need to

play06:18

move the package around without

play06:19

incurring a modified state so I'm going

play06:22

to go ahead and package this convert to

play06:24

package

play06:29

click the auto update on and now if I

play06:32

duplicate this and move it around you

play06:35

notice that transformative data is being

play06:38

saved with inside the model group and

play06:42

the folder that's underlying now is is

play06:46

okay so again you want to add things

play06:49

into a model group before packaging um

play06:53

another issue I want to bring up is with

play06:55

just

play06:56

packaging a mesh Straight Out of the Box

play06:59

without putting it in a model group

play07:02

let's say this was a rock or a bush um

play07:05

and you wanted to get that variation of

play07:08

size through an organic model um I'm

play07:12

just using a fire hydrant here because

play07:14

that's what I started with but let's try

play07:16

to let's try to scale

play07:19

this and you're going to see as soon as

play07:21

I try to scale it's

play07:25

basically putting my package into a

play07:27

modified state I'm going to revert

play07:28

changes here here that was a non-uniform

play07:31

scale but you can also do the same thing

play07:33

in a uniform scale and it's going to

play07:35

it's going to pull up this modified

play07:37

state I'm going to revert changes again

play07:39

and just show you the difference in the

play07:42

model group because the model group

play07:44

contains that

play07:45

transformative data and it's not

play07:48

actually scaling the underlying

play07:52

assets we can get away with adding all

play07:54

that

play07:55

variation via

play07:58

size you know whether it's a small Bush

play08:00

a small rock a large Bush or a large

play08:03

Rock it's all the same package and the

play08:05

package isn't entering into a modified

play08:08

state so that affords us that variation

play08:12

that we need to fill out a a world and

play08:14

make it look like each Rock has its own

play08:17

size or each bush has uh has its own

play08:20

size the other reason to use a model

play08:22

group is that you can think of this

play08:24

model group as the bucket of things that

play08:27

will be packaged or can be packaged up

play08:30

so in this example I'm just going to

play08:32

come over here and I'm going to grab

play08:33

this park

play08:35

bench copy it and I'm going to paste it

play08:38

into this model group paste into at

play08:41

original location it's going to say hey

play08:43

you're adding something to the package

play08:45

you're entering a modified State and

play08:47

again say okay I'm going to pull

play08:51

this right next to this fire

play08:56

hydrant I'm actually going to delete the

play08:59

fire

play09:00

hydrant um just to just to prove a point

play09:03

here so now I have a package that's

play09:05

named fire hydrant and fire hydrant is

play09:07

gone but I do have a park bench in there

play09:09

now I'm going to publish

play09:14

this and we're going to see the the copy

play09:17

of it behind is auto updated as we'd

play09:20

expect and this just goes to show that

play09:24

because we're using that model group as

play09:26

that that bucket or container for

play09:28

everything that's going to be p packaged

play09:30

we aren't stuck with that fire hydrant

play09:35

as being part of our package where if

play09:37

you package up just a a mesh by itself

play09:42

without without first putting it in a

play09:44

model group you're kind of stuck with

play09:46

that mesh that mesh always has to be

play09:48

there because this package link is is

play09:50

childood to that object um do the same

play09:55

thing here where we're going to grab the

play09:58

park bench

play10:02

we're going to copy it and we're going

play10:03

to paste it and in this case we have to

play10:06

paste it with inside the mesh itself so

play10:09

paste into at original location it's

play10:11

going to say hey you're you're um

play10:15

entering a modified State on this

play10:17

package uh we're going to say

play10:20

okay but in this case I can't delete

play10:23

that fire hydrant even if I wanted to I

play10:25

can't delete it um because it is the

play10:28

parent container for the package link so

play10:32

I'm kind of we're kind of stuck with

play10:33

that mesh in this package now

play10:37

which isn't really what I want um I'll

play10:41

go ahead and publish here and you can

play10:43

see the second one picked up the the

play10:45

update of the bench being in here but I

play10:48

don't want the fire hydrant now um so if

play10:51

I actually there's no way for me to

play10:53

delete this or to move the package link

play10:55

under another object you can see here um

play10:58

you can't reparent package

play11:00

link so we've kind of got ourselves into

play11:03

a corner here um and there's no way to

play11:07

really change this the only way to do

play11:09

this is just you know delete this

play11:11

package and start with and start by

play11:14

creating a brand new package that has a

play11:16

model group as its parent um there are a

play11:19

couple plugins that you know if you do

play11:22

make this mistake and you've placed

play11:25

um a ton of your packages that actually

play11:29

we're we made out of a model there are

play11:32

replace plugins that you can use to

play11:35

quickly fix this issue um so here I'm

play11:39

going

play11:39

to select the fire hydrant and there's a

play11:44

replace

play11:45

objects plugin that's really useful use

play11:49

it all the time and this will replace

play11:52

selected objects with the last

play11:54

selected um object or asset so I've

play11:58

selected this this package and I've

play12:01

selected the the one I want to replace

play12:03

it with and I've replaced it and it the

play12:08

uh pivot Points were in different spots

play12:09

so um it did move but I I could have

play12:13

done all three of these or all two of

play12:17

these replacing with the actual one I

play12:20

want to

play12:22

use and this is just a quick way of

play12:24

replacing even if you've even if you've

play12:26

placed a bunch of non-packaged

play12:29

um assets down and you're like oh I

play12:32

forgot to package everything up this is

play12:33

a really easy way of um creating a

play12:36

package and just replacing all your

play12:38

placements with your your new

play12:41

package and the package system isn't

play12:44

just meant for meshes and 3D objects you

play12:47

can package up basically any asset

play12:49

within Roblox Studio from scripts to UI

play12:55

surface UI

play12:57

goys um

play13:00

also effects and sound effects so

play13:03

basically anything that you want to

play13:04

share across Place files or across

play13:07

placements within your place file you

play13:10

can package that object up for

play13:14

reusability so don't think that it's

play13:16

just the 3D meshes or um artwork it's

play13:20

it's anything with inside of

play13:23

studio um so once you kind of get that

play13:26

in your head you can really start to use

play13:28

the full power of the packages

play13:31

system so now let's go through some of

play13:34

the package rightclick menu options

play13:36

within the

play13:38

Explorer so here you'll see we have a a

play13:41

bunch of options in the package section

play13:43

here we have publish package which we've

play13:46

already seen we have undo changes to

play13:49

package um let me demonstrate that one

play13:52

I'm going to go ahead and add a part to

play13:55

this fire hydrant

play14:00

and just going to place

play14:04

it just right in inside

play14:13

here and let's say I didn't want to do

play14:17

this modification uh I I'm kind of in

play14:21

a spot where I did something to it or um

play14:27

that I didn't want to or I I

play14:29

accidentally did something to it and I

play14:31

wasn't even aware that I did it um so in

play14:34

this state um if I've done something and

play14:37

I don't want to publish it um even if I

play14:40

deleted this cube out of here this part

play14:43

out of here it would still be in a

play14:46

modified State because I've I've kind of

play14:48

opened it up for editing and if I wanted

play14:51

to revert that that's all you have to do

play14:52

is go into the right click menu and do

play14:55

undo changes to package and that will

play14:57

bring you back uh into its its current

play15:02

version um having something in a

play15:06

modified state will also keep that

play15:10

object or that placement from receiving

play15:12

any changes so um just to demonstrate

play15:15

that I'm going to add another part to

play15:18

this one over

play15:23

here I'm going to change it to a sphere

play15:27

or a ball make it little easier to work

play15:31

with

play15:33

um let's say I wanted this sphere to be

play15:37

on the top of all of my hydrants so I'm

play15:40

going to I'm going to publish

play15:43

that publish the package you'll see all

play15:46

of the packages have updated but this

play15:49

one that was left in a modified State

play15:51

won't get that modification because it

play15:54

is modified any package that uh you want

play15:58

to have receive updates needs to be in

play16:01

what I like to call a clean state so one

play16:04

thing you can do here is undo package or

play16:06

undo changes to package and that will

play16:09

automatically tell it to get the latest

play16:11

version um and now you can see it's back

play16:14

in a clean State the other item on the

play16:16

list is get latest package so this is if

play16:21

somehow if you've

play16:24

reverted

play16:25

your package version down to something

play16:29

other than the current you can see now I

play16:33

have that recirculation saying that it's

play16:35

not at the current state and you can

play16:37

right click on an object and say get

play16:39

latest package and that will

play16:42

also uh automatically fetch the latest

play16:44

version you can see how it went I forced

play16:46

it to two and it came back up to three I

play16:49

don't believe let me see I think if you

play16:52

have

play16:54

a

play16:55

modification on object you can't get

play17:00

latest um because you're in a modified

play17:02

state so what you'd have to do first is

play17:04

undo the changes and then get

play17:07

latest next on the list is package

play17:11

details and this is this is interesting

play17:14

uh it pulls up uh the

play17:17

configuration file

play17:19

[Music]

play17:20

for this

play17:22

package and there's a bunch of um

play17:26

information in here the title you can

play17:28

change the the

play17:30

name or the title of the package you

play17:33

can't

play17:34

change um the Creator if it's created

play17:37

under your account or a group account

play17:39

there's no way to switch those um

play17:42

there's some permissions you can see who

play17:45

has permissions to this object um and

play17:50

within a group you can see

play17:52

the the roles and what permissions each

play17:56

role has and you you can also see the

play17:59

version number and I'll get into this a

play18:01

little bit more later in this video so

play18:05

there is some information in in this um

play18:08

but not a ton and we'll um get into some

play18:12

more deeper dives into the

play18:14

information here with the compare

play18:18

package version and this is a new tool

play18:20

which is uh extremely helpful for

play18:23

understanding what changed within a

play18:25

version of a package um

play18:29

we could do a video just on this

play18:32

window but here we can see we have two

play18:37

view planes um and we're comparing

play18:41

version three with our local copy and

play18:45

our local copy is at version three so

play18:48

just to show this off let's go down and

play18:51

look at version one you can see now

play18:54

version one does not have the sphere on

play18:56

top where our local copy

play18:59

or version three does

play19:02

have the sphere on top and you can

play19:05

see

play19:07

um see the changes that happened uh

play19:10

within this package we deleted a

play19:13

folder that had a copy of the mesh in it

play19:17

and we've also added a part which is our

play19:20

our sphere here we can also go to

play19:22

properties and we can click on each

play19:24

object and if there was anything that

play19:27

changed um you'll see that highlighted

play19:30

here you can see on the version one this

play19:35

the part was not a member of the package

play19:39

so it's not showing any data but over on

play19:42

the right hand side in version 3 view

play19:45

you can see all the properties for

play19:47

that sphere so this is really handy and

play19:51

trying to figure out what changed um

play19:54

between packages

play19:55

and this kind of gets into team

play19:58

collaboration right you can see what has

play20:00

changed if you're using a package from

play20:03

someone that um maybe you grabbed a

play20:05

package off the market place and it

play20:07

changed for some reason you can come in

play20:09

here and kind of investigate what

play20:11

changes happened and maybe decide which

play20:15

version you want to use depending on

play20:17

what changes have been made to that

play20:19

package but that's a brief overview

play20:22

of the rightclick menu and the package

play20:27

version tool

play20:29

that's built in

play20:33

there one other rightclick menu option

play20:36

that I want to go over is the update all

play20:39

so if you have a bunch of packages that

play20:42

for whatever reason you decided not to

play20:44

have the auto update feature

play20:46

on um this is a way that you can update

play20:49

all of your placements of that package

play20:53

without having that feature turned on so

play20:55

I'm going to go in and delete the sphere

play20:58

sphere that we had put on top of that

play21:01

hydrant I'm also going to change its

play21:04

color just just to show this off a

play21:06

little bit more clearly so I'm going to

play21:09

publish the package and you'll notice

play21:12

all the other placements of this package

play21:14

are still at version two or three let's

play21:17

see which one says that this is at four

play21:19

so all of these are at version three

play21:23

um and if I wanted

play21:25

to update all of those I could either go

play21:28

through and select them if they're in

play21:30

you know all throughout my hierarchy and

play21:33

in different folders uh the other way to

play21:36

do that is to update all and this will

play21:39

basically pull

play21:40

up the and show you the entire uh Place

play21:45

file that's going to be updated if you

play21:47

hit update here it'll run through and it

play21:50

shows you its update progress and when

play21:51

you close and come back you notice all

play21:54

of those have now been forced into the

play21:58

fourth revision also wanted to touch on

play22:02

um how you can manually roll

play22:06

back a

play22:08

package so here I'm going to make

play22:11

another copy of this move it out five

play22:14

studs and in this package here I'm going

play22:18

to delete or not delete the package link

play22:21

but in this package here I'm going to

play22:24

roll back to version three

play22:28

so now I have my sphere back in here and

play22:32

I have the yellow color I'm actually

play22:35

going to

play22:37

break the link here so at version three

play22:41

and I can't

play22:43

publish the changes because there's a

play22:46

newer version and it won't let me

play22:48

override that version so we're going to

play22:51

kind of do a little work around here and

play22:53

we're going to delete the package link

play22:56

we're going to grab these two parts and

play22:59

we're going to cut them and

play23:02

grab a

play23:05

package that's at version 4 I'm going to

play23:08

paste into at original location it's

play23:12

going to tell me that I'm in a modified

play23:14

state I'm going to

play23:17

delete the contents of that version 4

play23:20

package now I have the contents from

play23:23

version 3 in the version 4 package

play23:26

that's in a modified state I'm going to

play23:28

snap this back to the

play23:30

original position and then I'm going to

play23:33

publish and what this is going to do is

play23:36

basically

play23:37

override

play23:40

um the meshes and parts I had in that

play23:44

package and now you'll notice that I'm

play23:46

at version five so version five is

play23:49

basically a roll back of version three I

play23:52

can come in again and do update

play23:56

all and you can see all of

play23:59

those fire hydrants are now have the

play24:02

little sphere top and they're back to

play24:04

yellow and if we look at their package

play24:06

links they're also at version five so we

play24:09

currently don't have a way to roll back

play24:13

um and publish and this is kind of a

play24:15

little work around to um achieve

play24:20

that there is one more way to roll back

play24:24

a a package to a previous version um and

play24:28

if go into

play24:30

the um package details you can see

play24:33

version here

play24:36

um this is one way to do it but it's uh

play24:40

it's a little bit difficult to know what

play24:42

you're actually rolling back to the

play24:44

there's no way to see a preview of this

play24:50

um but you can click the version and it

play24:53

will roll that back um it's a a little

play24:57

bit of a blind process this and we're

play24:59

hoping to get this

play25:02

functionality into the compare package

play25:05

versions

play25:07

tool as you can see uh I have a time and

play25:11

date stamp here for this I'm going to go

play25:14

ahead and pick version one and then

play25:18

submit and it it basically uploaded that

play25:23

and here it gives you a link to the

play25:25

actual package on the Creator hub

play25:31

bring this over

play25:33

here um here you can't really see much

play25:37

information you can't see the version

play25:39

number on here but now we're rolled back

play25:41

to version

play25:43

one as you can see all of these are at

play25:46

an old version so I'm going to update

play25:49

all once

play25:53

again close and you can see that now I'm

play25:57

at version

play25:58

six so version six is basically a copy

play26:02

of version one it's a little bit um

play26:06

confusing and hard to understand um

play26:09

what's what here but if you go back into

play26:12

your package

play26:17

details you can see now I have a version

play26:21

six you can pull up um in Creator Hub um

play26:28

you can get to

play26:30

your package and its version history by

play26:34

typing in the package number here and

play26:38

this one at least shows that here's the

play26:40

current published version which is

play26:42

version one but it's also the version

play26:45

for version six so this one gives you a

play26:47

little bit more detail but again you

play26:49

can't um you can't see any details as

play26:53

you can in the uh package versioning

play26:56

tool um you can also restore here as

play26:59

well but again it's um kind of Flying

play27:02

Blind cuz you you can't really inspect

play27:04

that package and there's there's no

play27:06

change notes in this to help you in that

play27:10

process so I always like doing the the

play27:13

manual roll back method that I showed

play27:16

previously but this is another way that

play27:18

you can achieve that same

play27:20

goal and that's going to about wrap it

play27:23

up for the second video of the series

play27:25

package workflows stay tuned for the

play27:28

third video Advanced package usage

play27:39

[Music]

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