v6.11.1 - the Rbx API mods actually use, finally documented
Stable documentation release. It also carries 6.11.0, which was committed but never tagged or released.
The problem this fixes
The documentation taught the classic coreai_world_spawn / _change / _set_color / _destroy
build API as the way for a Lua mod to create world objects — but the default composition
(CoreAiModsInstaller) sets RegisterWorldEditBuildBindings = false, so every one of those calls is
a stub that raises LuaApiWithheldException. Meanwhile the API a mod actually uses — the
Roblox-style Instance.new surface — was documented nowhere at all.
Added
CoreAI/Docs/RBX_API.md— the missing reference:Instance.newand the supported classes,
the datatype and service globals actually registered byLuaCsRbxApiBindings, thePartproperty
set, a complete working mod, the four bundled sample mods (and the fact that the three playable
ones shipactive: false, enabled from the Hub → Mods tab), and the verified IL2CPP/WebGL
stripping story. Linked from both documentation indexes.KNOWN_ISSUES.md— four real defects that were unrecorded:- the FullAccess demo's Start Tetris and the LuaMods demo's wave_started both throw,
because their Lua is still written against the withheld build API (the bundledsample_tetris3d
mod is the working equivalent); - LLMUnity throws
ArgumentException: Unknown platform Unixon WebGL startup; - the legacy log-settings migration widens to
GameLogFeature.AllBuiltIn, which excludes
CustomA— so an upgraded project silently stops showing Lua mod errors; - Windows IL2CPP needs the MSVC C++ workload plus Windows SDK 10.0.19041+.
- the FullAccess demo's Start Tetris and the LuaMods demo's wave_started both throw,
WEBGL_BUILD_TROUBLESHOOTING.md—CS0103: WebGLInput does not exist:WebGLModule.dllis
added to the reference set only when the active build target is already WebGL, so a
#if UNITY_WEBGLguard does not save you — switch the platform first. Plus the
"scripts are compiling" race right after a platform switch, the shipped WebGL settings
(IL2CPP, Medium stripping, OptimizeSize, Brotli with JS fallback), and whatlink.xmlwas
verified to preserve.
Fixed
LUA_GAME_API.mdandFIRST_MOD.mdnow lead with the Rbx API and scope the classic build surface
to hosts that deliberately opt in. The read-only queries (coreai_world_exists/_pos/_find
/_list_prefabs/_raycast) are unaffected and are marked as such. Same correction in the
LiveMechanics, LiveMechanicsMods, LuaMods and MCP READMEs.RbxApi/Instances/README.mdstill described signals asNOT_IMPLEMENTEDstubs awaiting a
scheduler and the Unity binder as unwritten — both shipped long ago.DOCS_INDEX.mdomitted five docs that exist on disk.INSTALL.mdclaimed Lua runs under IL2CPP/WebGL "without extra stripping protection" while the
package ships alink.xmldoing exactly that.SHIPPING_PLAYER_MACHINES.mdnow states that Windows Standalone currently ships Mono2x.
Also in this release (6.11.0, previously untagged)
CoreAiChatPanel.TurnStreamingBubbles— the prose bubbles of the current turn, in the order
they were opened. A turn splits into several bubbles when tool rounds run between prose, but
OnResponseReceivedhanded the host the whole turn concatenated, so hosts that post-process
bubbles had to rediscover them from the visual tree by CSS class and text matching. One shipping
host re-rendered the whole response into the last bubble, duplicating prose and leaving the sealed
bubble unrendered.
Verified
All six packages move in lockstep at 6.11.1. No runtime code changed in 6.11.1.
The WebGL/IL2CPP claims in these docs come from a real player build at Medium managed stripping:
the VContainer container builds, RbxWorldHost binds instances, bundled mods seed, the Lua VM runs a
16-check self-test with zero failures, and a mod-driven Instance.new spawns visible parts.