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title Virtual item policies
description Summarizes Roblox's policy for offering virtual items in an experience.

Due to regulations in various countries, certain restrictions may apply to virtual items offered through in‑experience currency or Robux.

Randomized virtual items

Under Roblox's Terms of Use, if you offer randomized virtual items that users can purchase with Robux or other in-experience currency, you must indicate all the actual numerical odds of what they may receive. For example, if a user has the opportunity to purchase a magic charm that has the random chance to have either a common, rare, epic, or legendary status, you must disclose the odds of their potential award before they spend Robux.

This policy also applies to **indirect** purchases. For example, if a user uses their Robux to purchase a seed, then later plants the seed in exchange for a randomized virtual item, you must disclose the odds of their potential award **before they plant the seed.** If your experience offers randomized virtual rewards in exchange for completing an action that does not involve the payment of Robux or other in-experience currency, you aren't required to disclose the odds. For example, if a user locates a key that opens a treasure chest, you don't need to state the odds of what items they might receive from the treasure chest.

Per-player regulations

To help you determine, per player, how to handle virtual items in your experience, utilize the Class.PolicyService:GetPolicyInfoForPlayerAsync() method. Specifically, the structure of the returned dictionary includes:

  • ArePaidRandomItemsRestricted — When true, the player can not interact with paid random item generators, either via in‑experience currency bought with Robux or Robux directly.
  • IsPaidItemTradingAllowed — When true, the player can trade virtual items that they purchased with in‑experience currency or Robux.