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update Open Source Docs from Roblox internal teams
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content/en-us/avatar/character-bodies/import.md

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@@ -9,9 +9,9 @@ Studio's Importer lets you import 3D assets into your projects, such as avatar c
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If you are using a single-mesh character body for the Roblox Auto-Setup tool, see [Avatar auto-setup](../../avatar-setup/).
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</Alert>
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While the 3D Importer provides object previews and error-checking to ensure that your asset meets Roblox's [general 3D requirements](../../art/modeling/specifications.md), it's important to ensure that your character model meets Roblox's [avatar character specifications](./specifications.md) to use or sell this asset as an avatar-ready character model, otherwise you can encounter errors at different points in the workflow.
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While the Importer provides object previews and error-checking to ensure that your asset meets Roblox's [general 3D requirements](../../art/modeling/specifications.md), it's important to ensure that your character model meets Roblox's [avatar character specifications](./specifications.md) to use or sell this asset as an avatar-ready character model, otherwise you can encounter errors at different points in the workflow.
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To import your asset as a character model:
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To import your asset as a character body model:
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1. In the **Home** tab, click the **Import** button to open the 3D Importer. A file browser opens.
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1. Select your rigged character's `.fbx` or `.gltf` file. The 3D Importer loads a preview of the character model.
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- For additional information on import settings and troubleshooting, see [3D importer](../../studio/importer.md).
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1. In the **Rig General** section,
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1. <Chip label="OPTIONAL" size="small" variant="outlined" /> If you are importing a [higher-fidelity rig](./specifications.md#higher-fidelity-rigs), set **Rig Type** to **Custom Humanoid**.
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1. Set **Rig Scale** to the appropriate [Body Scale](./specifications.md#body-scale) of your character.
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1. Set **Constraint Type** to **Joint Upgrade**.
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<img src="../../assets/art/avatar/Rig-General.png" width = "60%"/>
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1. <Chip label="OPTIONAL" size="small" variant="outlined" /> If you are importing a [higher-fidelity rig](./specifications.md#higher-fidelity-rigs), set **Rig Type** to **Custom Humanoid**.
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1. Select **Import**. The asset populates in your workspace as a `Class.Model` with the appropriate textures applied as a `Class.SurfaceAppearance` or `Class.MeshPart.TextureID`.
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<BaseAccordion>

content/en-us/characters/index.md

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- A collection with the name `HumanoidRootPart` to indicate the root part of the assembly.
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- A part with the name `Head` to display the character's name over their head geometry.
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- Additional mesh parts that make up the individual body parts, which commonly include the 6 (R6) or 15 (R15) body parts used for human-like models.
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- Joints, such as `Class.Bone` or `Class.Motor6D`, that connects each body part as an assembly.
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- A `Class.Humanoid` instance to implement and access common character properties.
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- Joints, such as `Class.AnimationConstraint` or `Class.Bone` objects, that connect each body part as an assembly.
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- A `Class.Humanoid` object to implement and access common character properties.
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<GridContainer numColumns="2">
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<figure>
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- A part with the name `HumanoidRootPart` to indicate the root part of the assembly.
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- A part with the name `Head` to display the character's [name and health](./name-health-display.md) over their head geometry.
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- 15 meshes that make up the individual body parts, such as the character's arm or leg.
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- Joints, such as `Class.Bone` or `Class.Motor6D` objects, that connect each part and follow a [standardized](../avatar/character-bodies/specifications.md#rigging) joint hierarchy.
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- A `Class.Humanoid` instance to implement and access common character properties.
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- `Class.WrapLayer` objects for each of the model's body parts, enabling it to wear clothing and other layerable cosmetics.
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- `Class.FaceControls` to enable facial expressions and poses for the character's head.
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- `Class.Attachment` objects for each of the standard attachment points on the character body.
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- Joints that connect each body part and follow a [standardized](../avatar/character-bodies/specifications.md#rigging) joint hierarchy. When `Class.StarterPlayer.AvatarJointUpgrade` is enabled, the upgrade automatically introduces force- and torque-limited `Class.AnimationConstraint` objects to standard character joints, allowing you to create realistic, physics-driven movements and interactions, such as fully simulated limbs and powered ragdolls.
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- A `Class.Humanoid` object to implement and access common character properties.
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- 15 `Class.WrapTarget` objects for each of the model's body parts, enabling it to wear clothing and other layerable cosmetics.
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- A `Class.FaceControls` object to enable facial expressions and poses for the character's head.
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- 19 `Class.Attachment` objects for each of the standard attachment points on the character body.
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<GridContainer numColumns="2">
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<figure>

content/en-us/cloud-services/data-stores/error-codes-and-limits.md

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To keep storage stable and scalable, data stores use a game-level limit on your storage usage.
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This limit is the sum of a base limit for each game and a per-user limit based on the number of lifetime users in your game. A lifetime user is any user who has joined your game at least once.
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This limit consists of a base allocation for each game plus an additional allocation based on the number of lifetime users. A lifetime user is any user who has joined your game at least once.
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The storage limit is calculated using the formula `Total latest version storage limit = 500 MB + 1 MB * lifetime user count`.
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The storage limit is calculated using the following formula `Total latest version storage limit = 500 MB + 1 MB × lifetime user count`.
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Any keys that you delete or replace, even they still accessible through version APIs, do not count towards your experience's storage usage. However, entire data stores deleted via the Open Cloud [`DeleteDataStore`](/cloud/reference/features/storage#Cloud_DeleteDataStore) method continue to count towards your storage usage for the duration of their 30-day processing period, until they are permanently deleted.
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Storage usage is measured using the **compressed size** of the latest version of each key. Data stores automatically compress your data before storage, so avoid pre-compressing it yourself. Pre-compression adds unnecessary CPU overhead and may reduce the effectiveness of data stores' built-in compression. By storing uncompressed data, you automatically benefit from improvements to Roblox's compression algorithms and future schema-based optimizations.
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Only the latest version of each key counts toward your storage usage. Deleted keys and superseded versions, while still accessible through version APIs during their retention period, do not count toward your storage usage. However, data stores deleted through the Open Cloud [`DeleteDataStore`](/cloud/reference/features/storage#Cloud_DeleteDataStore) method continue to count toward storage usage during their 30-day deletion processing period, until they are permanently removed.

content/en-us/production/configs.md

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## Create and edit configs in Studio
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If you prefer, you can create, edit, stage, and publish configs in Roblox Studio. Click **File** > **Open Configs**. The Studio interface is particularly convenient for staging and testing new values.
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If you prefer, you can create, edit, stage, and publish configs in Roblox Studio. Click **File** > **Open Configs** to open the widget. The Studio interface is particularly convenient for staging and testing new values.
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<img src="../assets/analytics/configs/configs-studio.png" width="600" alt="Studio window for working with configs" />
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<img src="../assets/analytics/configs/configs-widget-staged.png" width="600" alt="Studio window for working with configs" />
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### Publish configs to another experience
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In Studio only, you can publish your configs to another experience, which completely overwrites the configs for that experience. This can be especially useful for syncing configs from a staging or development experience to the live experience. Navigate to the **Published** tab in the Studio widget and click **Publish As** in the **&vellip;** menu.
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<img src="../assets/analytics/configs/configs-widget-publish-as.png" width="600" alt="Studio window for working with configs" />
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## View history and restore configs
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