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Class

Chat

NotCreatableServiceNotReplicatedDeprecated
Inherits
Instance › Object
Memory category
Instances

Houses the Luau code responsible for running the legacy chat system.

Deprecated. This class is deprecated. Use TextChatService instead.

The Chat service houses the Luau code responsible for running the legacy chat system. Similar to StarterPlayerScripts, default objects like Scripts and ModuleScripts are inserted into the service.

Properties 2#

BubbleChatEnabledbooleanDetermines whether player's chat messages will appear above their in-game avatar.ReadSafe
LoadDefaultChatbooleanToggles whether the default chat framework should be automatically loaded when the game runs.Write: NotAccessibleSecurityReadSafe

BubbleChatEnabled: boolean#

ReadSafe

If true, entering a message in the chat will result in a chat bubble popping up above the player's Player.Character. This behavior can either be enabled by directly ticking this checkbox in Studio, or by using a LocalScript:

Luau
local ChatService = game:GetService("Chat")
ChatService.BubbleChatEnabled = true

This must be done on the client, toggling this value in a server-side Script will have no effect.

LoadDefaultChat: boolean#

Write: NotAccessibleSecurityReadSafe

When set to true (the default), the engine inserts the default Luau chat system scripts (such as ChatScript and BubbleChat) into the Chat service at runtime. Setting this to false prevents the legacy chat framework from loading, which is useful if you are replacing it with a custom chat implementation or migrating to TextChatService.

This property defaults to true. It is not writable by scripts at runtime.

Methods 9#

CanUserChatAsyncWill return false if the player with the specified Player.UserId is not allowed to chat because of their account settings.Yields
CanUsersChatAsyncWill return false if the two users cannot communicate because their account settings do not allow it.Yields
ChatFires the Chat.Chatted event with the parameters specified in this method.
FilterStringAsyncFilters a string sent from a player to another player using filtering that is appropriate to the players' account settings.Yields
FilterStringForBroadcastFilters a string sent from a player meant for broadcast to no particular target. More restrictive than Chat:FilterStringAsync().Yields
FilterStringForPlayerAsyncFilters a string appropriate to the given player's age settings, so they see what is appropriate to them.DeprecatedYields
InvokeChatCallbackInvoke a chat callback function registered by RegisterChatCallback. Used by the Luau Chat System.
RegisterChatCallbackRegister a function to be called upon the invocation of some chat system event (InvokeChatCallback).
SetBubbleChatSettingsCustomizes various settings of the in-game bubble chat.

CanUserChatAsync(userId: int64): boolean#

Yields

Returns whether the player identified by userId is permitted to use in-game text chat. The check evaluates the player's chat privacy mode, third-party platform restrictions, and any active moderation timeouts.

On the server, the specified player must be connected to the current server; otherwise the call errors. On the client, the method must be called only for the local player's Player.UserId.

NameTypeDefaultDescription
userIdint64
Returns
  • boolean

CanUsersChatAsync(userIdFrom: int64, userIdTo: int64): boolean#

Yields

Returns whether two players are permitted to exchange chat messages with each other. The method evaluates user blocking, age-based communication constraints, and chat privacy mode compatibility between the two accounts.

This method can only be called from server-side Scripts. Both players must be connected to the current server; otherwise the call errors.

NameTypeDefaultDescription
userIdFromint64
userIdToint64
Returns
  • boolean

Chat(partOrCharacter: Instance, message: string, color: ChatColor = Blue): ()#

The Chat function fires the Chat.Chatted event with the parameters specified in this method.

By default, there is a LocalScript inside of each player's PlayerScripts object named BubbleChat, which causes a dialog-like billboard to appear above the partOrCharacter when the chatted event is fired.

Note: Since dialogs are controlled by a LocalScript, you will not be able to see any dialogs created from this method unless you are running in Play Solo mode.

NameTypeDefaultDescription
partOrCharacterInstanceAn instance that is the part or character which the BubbleChat dialog should appear above.
messagestringThe message string being chatted.
colorChatColorBlueAn ChatColor specifying the color of the chatted message.
Returns
  • ()

FilterStringAsync(stringToFilter: string, playerFrom: Player, playerTo: Player): string#

Yields

Partial Deprecation Warning: Calling this function from the client using a LocalScript is deprecated, and will be disabled in the future. Text filtering should be done from a Script on the server using the similarly-named TextService:FilterStringAsync(), which uses a different set of parameters and return type.

Games that do not properly filter player-generated text might be subject to moderation action. Please be sure a game properly filters text before publishing it.

FilterStringAsync filters a string using filtering that is appropriate for the sending and receiving player. If the filtered string is to be used for a persistent message, such as the name of a shop, writing on a plaque, etc, then the function should be called with the author as both the sender and receiver.

This function should be used every time a player can enter custom text in any context, most commonly using a TextBox. Some examples of text to be filtered:

  • Custom chat messages
  • Custom character names
  • Names for a shop in a tycoon-style game
NameTypeDefaultDescription
stringToFilterstringThe raw string to be filtered, exactly as entered by the player.
playerFromPlayerThe author of the text.
playerToPlayerThe intended recipient of the provided text; use the author if the text is persistent (see description).
Returns
  • string

FilterStringForBroadcast(stringToFilter: string, playerFrom: Player): string#

Yields

Filters a string sent from playerFrom for broadcast to no particular target. The filtered message has more restrictions than Chat:FilterStringAsync().

Some examples of where this method could be used:

  • Message walls
  • Cross-server shouts
  • User-created signs

Calling FilterString from LocalScripts is deprecated and will be disabled in the future. Text filtering should be done from server-side Scripts using FilterStringAsync.

Note: A game not using this filter function for custom chat or other user generated text may be subjected to moderation action.

NameTypeDefaultDescription
stringToFilterstringMessage string being filtered.
playerFromPlayerInstance of the player sending the message.
Returns
  • string — Filtered message string.

FilterStringForPlayerAsync(stringToFilter: string, playerToFilterFor: Player): string#

YieldsDeprecatedDeprecated

Deprecated. This item has been superseded by Chat:FilterStringAsync() and Chat:FilterStringForBroadcast() which should be used in all new work

The FilterStringForPlayerAsync function filters a string appropriate to the given player's age settings, so they see what is appropriate to them. This function will only work if called from a Script on the server. If called on a client it will fail.

NameTypeDefaultDescription
stringToFilterstringString being filtered.
playerToFilterForPlayerPlayer that the string is being filtered for.
Returns
  • string — Filtered string result.

InvokeChatCallback(callbackType: ChatCallbackType, callbackArguments: Tuple): Tuple#

InvokeChatCallback will call a function registered by RegisterChatCallback, given the ChatCallbackType enum and the arguments to send the function. It will return the result of the registered function, or raise an error if no function has been registered.

This function is called by the Luau Chat System so that chat callbacks may be registered to change the behavior of certain features. Unless you are replacing the default Luau Chat System with your own, you should not need to call this function. You can read about the different callback functions at Chat:RegisterChatCallback().

NameTypeDefaultDescription
callbackTypeChatCallbackTypeThe type of callback to invoke.
callbackArgumentsTupleThe arguments that will be sent to the registered callback function.
Returns
  • Tuple — The values returned by the function registered to the given ChatCallbackType.

RegisterChatCallback(callbackType: ChatCallbackType, callbackFunction: Function): ()#

RegisterChatCallback binds a function to some chat system event in order to affect the behavior of the Luau chat system. The first argument determines the event (using the ChatCallbackType enum) to which the second argument, the function, shall be bound. The default Luau chat system uses InvokeChatCallback to invoke registered functions. Attempting to register a server- or client- only callback on a peer that isn't a server or client respectively will raise an error. The following sections describe in what ways registered functions will be used.

OnCreatingChatWindow#

Client-only. Invoked before the client constructs the chat window. Must return a table of settings to be merged into the information returned by the ChatSettings module.

OnClientFormattingMessage#

Client-only. Invoked before the client displays a message (whether it is a player chat message, system message, or /me command). This function is invoked with the message object and may (or may not) return a table to be merged into message.ExtraData.

OnClientSendingMessage#

Not invoked at this time.

OnServerReceivingMessage#

Server-only. Invoked when the server receives a message from a speaker (note that speakers may not necessarily be a Player chatting). This callback is called with the Message object. The function can make changes to the Message object to change the manner in which the message is processed. The Message object must be returned for this callback to do anything. Setting this callback can allow the server to, for example:

  • Set message.ShouldDeliver to false in order to cancel delivery of the message to players (useful for implementing a chat exclusion list)
  • Get/set the speaker's name color (message.ExtraData.NameColor, a Color3) on a message-by-message basis
NameTypeDefaultDescription
callbackTypeChatCallbackTypeThe callback to which the function shall be registered (this determines in what way the function is called).
callbackFunctionFunctionThe function to call when the callback is invoked using Chat:InvokeChatCallback.
Returns
  • ()

SetBubbleChatSettings(settings: Variant): ()#

This function customizes various settings of the in-game bubble chat.

Before using this, make sure that bubble chat is enabled by setting Chat.BubbleChatEnabled to true.

The settings argument is a table where the keys are the names of the settings you want to edit and the values are what you want to change these settings to. Note that you don't have to include all of them in the settings argument, omitting some will result in them keeping their default value.

This function is client-side only, attempting to call it on the server will trigger an error.

NameTypeDefaultDescription
settingsVariantA settings table.
Returns
  • ()

Events 1#

ChattedFires when Chat:Chat() is called.

Chatted(part: Instance, message: string, color: ChatColor)#

Fires when Chat:Chat() is called. The event passes the part or character the message is associated with, the message string, and the ChatColor. When fired on the server, the event replicates to all connected clients. The default BubbleChat LocalScript listens for this event and displays a chat bubble above the specified part or character.

NameTypeDefaultDescription
partInstance
messagestring
colorChatColor

Inherited members#

Inherited from Instance 58
Inherited from Object 6
Properties (2)

ClassName, className

Events (1)

Changed