Emote Bar

Emotes are a core component of any metaverse experience. The EmoteBar developer module aims to provide players an accessible, customizable way to facilitate meaningful social interaction.

Module Usage

Installation

To use the EmoteBar module in an experience:

  1. Visit the EmoteBar marketplace page, click the green Get button, and confirm the transaction.

  2. In Studio, open the Toolbox (ViewToolbox).

  3. Select your toolbox Inventory section.

  4. Locate the module item and click it or drag-and-drop it into the 3D view.

  5. In the Explorer window, move the entire EmoteBar folder into ServerScriptService. Upon running the experience, the module will distribute itself to various services and begin running.

Configuration

The module is preconfigured with 7 emotes and it can be easily customized with your own emotes and display options. Additionally, if the player owns any emotes from previous Roblox events such as Lil Nas X, Royal Blood, or Twenty One Pilots, those emotes will be automatically added to the list of available emotes.

  1. In ServerScriptService, create a new Script and rename it ConfigureEmotes.

  2. Paste the following code into the new ConfigureEmotes script. The useDefaultEmotes setting of false overrides the default emotes and lets you define custom emotes via the setEmotes function.

    Script - ConfigureEmotes

    1local ReplicatedStorage = game:GetService("ReplicatedStorage")
    2
    3local EmoteBar = require(ReplicatedStorage:WaitForChild("EmoteBar"))
    4
    5EmoteBar.configureServer({
    6 useDefaultEmotes = false,
    7})
    8
    9EmoteBar.setEmotes({
    10 {
    11 name = "Hello",
    12 animation = "rbxassetid://3344650532",
    13 image = "rbxassetid://7719817462",
    14 defaultTempo = 1,
    15 },
    16 {
    17 name = "Applaud",
    18 animation = "rbxassetid://5915693819",
    19 image = "rbxassetid://7720292217",
    20 defaultTempo = 2,
    21 },
    22})
    23

Mega Emotes

A mega emote is formed when multiple players in the same area perform the same emote at the same time. As more and more players join in, the mega emote grows larger. As players stop performing the emote, the mega emote grows smaller until eventually it disappears.

Tempo

An emote's tempo is the speed at which it plays when its button is tapped once. The default speed of an emote is determined by its defaultTempo. An emote's speed can be increased or decreased by tapping its button faster or slower.

API Reference

Types

Emote

Each emote is represented by a dictionary with the following key-value pairs:

Key Type Description
name string Emote name, for example "Shrug".
animation string Asset ID for the emote's animation.
image string Asset ID for the emote's image in the GUI.
defaultTempo number Default speed factor at which to play the emote animation. For example, a tempo of 2 will play the animation at twice its normal speed. Must be greater than 0.
isLocked bool Whether the emote is "locked" from being activated.

Enums

EmoteBar.GuiType

Name Summary
EmoteBar Default form where emotes are displayed in a bar along the bottom of the screen, separated into individual "pages."
EmoteWheel Variant where emotes are displayed in a ring when a player clicks or taps on their player character.
LocalScript

1local ReplicatedStorage = game:GetService("ReplicatedStorage")
2
3local EmoteBar = require(ReplicatedStorage:WaitForChild("EmoteBar"))
4
5EmoteBar.configureClient({
6 guiType = EmoteBar.GuiType.EmoteWheel,
7})
8

Functions

configureServer

configureServer(config:table):nil

Overrides default server-side configuration options through the following keys/values in the config table. This function can only be called from a Script and changes will automatically replicate to all clients.

Key Description Default
useDefaultEmotes Whether the provided default emotes are included or not. true
useMegaEmotes Enables or disables the mega emotes feature. true
emoteMinPlayers Minimum number of players performing the same emote to contribute to a mega emote. 3
emoteMaxPlayers Maximum number of players performing the same emote to contribute to a mega emote. 50
playParticles Enables or disables the emotes players are playing as floating particles above their heads. true
sendContributingEmotes Enables or disables sending a small emote icon to contribute to the mega emote. true
Script

1local ReplicatedStorage = game:GetService("ReplicatedStorage")
2
3local EmoteBar = require(ReplicatedStorage:WaitForChild("EmoteBar"))
4
5EmoteBar.configureServer({
6 emoteMinPlayers = 2,
7 playParticles = false,
8})
9

configureClient

configureClient(config:table):nil

Overrides default client-side configuration options through the following keys/values in the config table. This function can only be called from a LocalScript. Depending on the value of guiType, options in the noted tabs also apply.

General

Key Description Default
guiType Controls which form the GUI will take for displaying emotes (EmoteBar.GuiType). EmoteBar
useTempo Enables or disables the tempo feature where users are able to control how fast or slow their emotes are played by repeatedly activating the same emote rhythmically. true
tempoActivationWindow Amount of time, in seconds, the user has between sequential activations of an emote for it to count as part of the tempo. 3
lockedImage Image to display overtop locked emotes. "rbxassetid://6905802778"

EmoteBar

Key Description Default
maxEmotesPerPage Maximum number of emotes that are displayed at a time. Smaller screens will automatically show fewer emotes. 4
emoteBarPosLandscape Position of the emote bar in landscape mode (UDim2). (0.5, 0, 1, -16)
emoteBarPosPortrait Position of the emote bar in portrait mode (UDim2). (0.5, 0, 1, -100)
useEmoteHotkeys Whether emote hotkeys are used. If true, this binds 1, 2, 3, 4, etc. as hotkeys for the emote bar. Only numeric keys 1–9 are supported. true
usePageHotkeys Whether page hotkeys are used. If true, nextPageKey and prevPageKey are used to cycle between pages. true
prevPageKey Key used to cycle to the previous page of emotes (KeyCode). Q
nextPageKey Key used to cycle to the next page of emotes (KeyCode). E
leftArrowImage Image for the left arrow (previous page). "rbxassetid://6998633654"
rightArrowImage Image for the right arrow (next page). "rbxassetid://6998635824"

EmoteWheel

Key Description Default
closeImage Image for the close button on the emote wheel, placed overtop the closeBackgroundImage image. "rbxassetid://7027440823"
closeBackgroundImage Background image for the close button on the emote wheel. "rbxassetid://7027440823"
emoteHoverImage Image for hover-over indication of the selected emote in the wheel. "rbxassetid://7344843157"
LocalScript - Emote Bar

1local ReplicatedStorage = game:GetService("ReplicatedStorage")
2
3local EmoteBar = require(ReplicatedStorage:WaitForChild("EmoteBar"))
4
5EmoteBar.configureClient({
6 guiType = EmoteBar.GuiType.EmoteBar,
7 maxEmotesPerPage = 6,
8 nextPageKey = Enum.KeyCode.Z,
9 prevPageKey = Enum.KeyCode.C,
10})
11
LocalScript - Emote Wheel

1local ReplicatedStorage = game:GetService("ReplicatedStorage")
2
3local EmoteBar = require(ReplicatedStorage:WaitForChild("EmoteBar"))
4
5EmoteBar.configureClient({
6 guiType = EmoteBar.GuiType.EmoteWheel,
7})
8

setEmotes

setEmotes(emotes:table):nil

Sets the custom emotes to use. These will be added to the defaults if useDefaultEmotes is true, or replace the defaults if useDefaultEmotes is false. This function can only be called from a Script and changes will automatically replicate to all clients.

See Emote for the structure of each emote passed to this function.

Script - ConfigureEmotes

1local ReplicatedStorage = game:GetService("ReplicatedStorage")
2
3local EmoteBar = require(ReplicatedStorage:WaitForChild("EmoteBar"))
4
5EmoteBar.configureServer({
6 useDefaultEmotes = false,
7})
8
9EmoteBar.setEmotes({
10 {
11 name = "Hello",
12 animation = "rbxassetid://3344650532",
13 image = "rbxassetid://7719817462",
14 defaultTempo = 1,
15 },
16 {
17 name = "Applaud",
18 animation = "rbxassetid://5915693819",
19 image = "rbxassetid://7720292217",
20 defaultTempo = 2,
21 },
22})
23

setGuiVisibility

setGuiVisibility(visible:boolean):nil

Shows or hides the emotes GUI. This function can only be called from a LocalScript on a specific client.

LocalScript

1local ReplicatedStorage = game:GetService("ReplicatedStorage")
2
3local EmoteBar = require(ReplicatedStorage:WaitForChild("EmoteBar"))
4
5EmoteBar.setGuiVisibility(false)
6

getEmote

getEmote(emoteName:string):table

Gets an Emote by name. Returns nil if the emote cannot be found. This function can only be called from a LocalScript on a specific client.

LocalScript

1local ReplicatedStorage = game:GetService("ReplicatedStorage")
2
3local EmoteBar = require(ReplicatedStorage:WaitForChild("EmoteBar"))
4
5local shrug = EmoteBar.getEmote("Shrug")
6

playEmote

playEmote(emote:Emote):nil

Plays the given Emote and fires the emotePlayed event on the server, if connected. This function can only be called from a LocalScript on a specific client.

LocalScript

1local ReplicatedStorage = game:GetService("ReplicatedStorage")
2
3local EmoteBar = require(ReplicatedStorage:WaitForChild("EmoteBar"))
4
5local shrug = EmoteBar.getEmote("Shrug")
6EmoteBar.playEmote(shrug)
7

lockEmote

lockEmote(emoteName:string):nil

Locks the Emote with the given name. This function can only be called from a LocalScript on the client.

LocalScript

1local ReplicatedStorage = game:GetService("ReplicatedStorage")
2
3local EmoteBar = require(ReplicatedStorage:WaitForChild("EmoteBar"))
4
5EmoteBar.lockEmote("Applaud")
6

unlockEmote

unlockEmote(emoteName:string):nil

Unlocks the Emote with the given name. This function can only be called from a LocalScript on the client.

LocalScript

1local ReplicatedStorage = game:GetService("ReplicatedStorage")
2
3local EmoteBar = require(ReplicatedStorage:WaitForChild("EmoteBar"))
4
5EmoteBar.unlockEmote("Applaud")
6

Events

emotePlayed

emotePlayed(player:Player, emote:Emote): RBXScriptSignal

Fires when any client plays an emote. This event can only be connected in a LocalScript.

Parameters
player: Player Player who acted out the emote.
emote: Emote Emote which was played.
LocalScript

1local ReplicatedStorage = game:GetService("ReplicatedStorage")
2
3local EmoteBar = require(ReplicatedStorage:WaitForChild("EmoteBar"))
4
5EmoteBar.emotePlayed:Connect(function(player, emote)
6 print(player.Name, "played", emote.name)
7end)
8

lockedEmoteActivated

lockedEmoteActivated(emote:Emote): RBXScriptSignal

Fires when a client clicks a locked emote. This event can only be connected in a LocalScript.

Parameters
emote: Emote Locked emote which was activated.
LocalScript

1local ReplicatedStorage = game:GetService("ReplicatedStorage")
2local Players = game:GetService("Players")
3
4local EmoteBar = require(ReplicatedStorage:WaitForChild("EmoteBar"))
5
6EmoteBar.lockedEmoteActivated:Connect(function(emote)
7 print(Players.LocalPlayer, "clicked", emote.name)
8end)
9