{"id":52242,"date":"2026-07-31T13:45:41","date_gmt":"2026-07-31T05:45:41","guid":{"rendered":"https:\/\/www.memuplay.com\/blog\/?p=52242"},"modified":"2026-07-31T18:18:15","modified_gmt":"2026-07-31T10:18:15","slug":"notas-de-lancamento-do-roblox-732","status":"publish","type":"post","link":"https:\/\/www.memuplay.com\/blog\/pt\/notas-de-lancamento-do-roblox-732.html","title":{"rendered":"\u00daltimos T\u00f3picos das Notas de Lan\u00e7amento do Roblox para a Vers\u00e3o 732"},"content":{"rendered":"<p data-path-to-node=\"3\">&lt;contents&gt;&lt;\/contents&gt;<\/p>\n<h2 data-path-to-node=\"3\">Melhorias e Novos Recursos<\/h2>\n<h3 data-path-to-node=\"4\">Visuais e UI<\/h3>\n<ul>\n<li data-path-to-node=\"5,0,0\"><b data-path-to-node=\"5,0,0\" data-index-in-node=\"0\">Rota\u00e7\u00e3o do UV Map<\/b>: Adicionada a propriedade <code data-path-to-node=\"5,0,0\" data-index-in-node=\"27\">Rotation<\/code> \u00e0s inst\u00e2ncias <code data-path-to-node=\"5,0,0\" data-index-in-node=\"48\">Texture<\/code> e <code data-path-to-node=\"5,0,0\" data-index-in-node=\"60\">Decal<\/code> para permitir rota\u00e7\u00f5es do UV map. <i data-path-to-node=\"5,0,0\" data-index-in-node=\"105\">(Live)<\/i><\/li>\n<li data-path-to-node=\"5,1,0\"><b data-path-to-node=\"5,1,0\" data-index-in-node=\"0\">Inst\u00e2ncia de UI Sem C\u00f3digo<\/b>: Adicionado um novo componente de UI sem c\u00f3digo que se conecta diretamente a uma <code data-path-to-node=\"5,1,0\" data-index-in-node=\"82\">InputAction<\/code> para exibir automaticamente os bindings ativos do dispositivo como labels de texto ou imagens. <i data-path-to-node=\"5,1,0\" data-index-in-node=\"168\">(Pending)<\/i><\/li>\n<li data-path-to-node=\"5,2,0\"><b data-path-to-node=\"5,2,0\" data-index-in-node=\"0\">Propriedades de Exibi\u00e7\u00e3o de Input<\/b>: Introduzidas as propriedades <code data-path-to-node=\"5,2,0\" data-index-in-node=\"37\">InputBinding.DisplayName<\/code> e <code data-path-to-node=\"5,2,0\" data-index-in-node=\"66\">InputBinding.DisplayImage<\/code> para <code data-path-to-node=\"5,2,0\" data-index-in-node=\"96\">InputActionLabel<\/code>, junto com a propriedade somente leitura <code data-path-to-node=\"5,2,0\" data-index-in-node=\"137\">InputAction.PreferredBinding<\/code> para controle personalizado de UI. <i data-path-to-node=\"5,2,0\" data-index-in-node=\"198\">(Pending)<\/i><\/li>\n<\/ul>\n<h3 data-path-to-node=\"6\">F\u00edsica e Constru\u00e7\u00e3o de Mundo<\/h3>\n<ul>\n<li data-path-to-node=\"7,0,0\"><b data-path-to-node=\"7,0,0\" data-index-in-node=\"0\">Collision Groups do WorldModel<\/b>: As APIs de Collision Group foram movidas de <code data-path-to-node=\"7,0,0\" data-index-in-node=\"61\">PhysicsService<\/code> e <code data-path-to-node=\"7,0,0\" data-index-in-node=\"80\">Workspace.TouchesUseCollisionGroups<\/code> para <code data-path-to-node=\"7,0,0\" data-index-in-node=\"119\">WorldRoot<\/code>. Agora, cada <code data-path-to-node=\"7,0,0\" data-index-in-node=\"135\">WorldModel<\/code> pode gerenciar seus pr\u00f3prios collision groups de forma independente. Adicionada a propriedade <code data-path-to-node=\"7,0,0\" data-index-in-node=\"207\">WorldModel.UseWorkspaceCollisionGroups<\/code> para quem quiser aderir \u00e0s regras no n\u00edvel do Workspace, se necess\u00e1rio. <i data-path-to-node=\"7,0,0\" data-index-in-node=\"291\">(Pending)<\/i><\/li>\n<li data-path-to-node=\"7,1,0\"><b data-path-to-node=\"7,1,0\" data-index-in-node=\"0\">Bounding Boxes do Studio Dragger<\/b>: Adicionada a op\u00e7\u00e3o <b data-path-to-node=\"7,1,0\" data-index-in-node=\"39\">Use Bounding Boxes<\/b> para os draggers do Studio, permitindo que as partes se encaixem com base em bounding boxes simples, independentemente da geometria de colis\u00e3o subjacente. <i data-path-to-node=\"7,1,0\" data-index-in-node=\"185\">(Pending)<\/i><\/li>\n<li data-path-to-node=\"7,2,0\"><b data-path-to-node=\"7,2,0\" data-index-in-node=\"0\">Estabilidade da F\u00edsica<\/b>: Corrigidos diversos crashes relacionados a constraints de f\u00edsica. <i data-path-to-node=\"7,2,0\" data-index-in-node=\"74\">(Pending)<\/i><\/li>\n<\/ul>\n<h3 data-path-to-node=\"8\">Entradas e Suporte a Perif\u00e9ricos<\/h3>\n<ul>\n<li data-path-to-node=\"9,0,0\"><b data-path-to-node=\"9,0,0\" data-index-in-node=\"0\">Suporte a MicroGamepad e Controle Remoto de TV<\/b>: Adicionado o <code data-path-to-node=\"9,0,0\" data-index-in-node=\"40\">Enum.PreferredInput.MicroGamepad<\/code> para gamepads sem thumbsticks (como controles remotos de TV). Introduzidos novos keycodes: <code data-path-to-node=\"9,0,0\" data-index-in-node=\"151\">ButtonCenter<\/code>, <code data-path-to-node=\"9,0,0\" data-index-in-node=\"165\">ButtonBack<\/code>, <code data-path-to-node=\"9,0,0\" data-index-in-node=\"177\">ButtonUp<\/code>, <code data-path-to-node=\"9,0,0\" data-index-in-node=\"187\">ButtonDown<\/code>, <code data-path-to-node=\"9,0,0\" data-index-in-node=\"199\">ButtonLeft<\/code> e <code data-path-to-node=\"9,0,0\" data-index-in-node=\"215\">ButtonRight<\/code>. <i data-path-to-node=\"9,0,0\" data-index-in-node=\"228\">(Pending)<\/i><\/li>\n<li data-path-to-node=\"9,1,0\"><b data-path-to-node=\"9,1,0\" data-index-in-node=\"0\">Otimiza\u00e7\u00f5es para iPad<\/b>: Melhorado o tratamento de gestos no trackpad e ajustado com mais precis\u00e3o o comportamento do mouse no iPad. <i data-path-to-node=\"9,1,0\" data-index-in-node=\"94\">(Pending)<\/i><\/li>\n<li data-path-to-node=\"9,2,0\"><b data-path-to-node=\"9,2,0\" data-index-in-node=\"0\">Atualiza\u00e7\u00e3o dos Scripts Padr\u00e3o de Jogador<\/b>: Os scripts padr\u00e3o de jogador de <code data-path-to-node=\"9,2,0\" data-index-in-node=\"39\">Workspace.PlayerScriptsUseInputActionSystem<\/code> foram atualizados para chamar diretamente <code data-path-to-node=\"9,2,0\" data-index-in-node=\"115\">InputBinding:Fire()<\/code> e <code data-path-to-node=\"9,2,0\" data-index-in-node=\"139\">Player:GetCameraState()<\/code>. <i data-path-to-node=\"9,2,0\" data-index-in-node=\"164\">(Pending)<\/i><\/li>\n<li data-path-to-node=\"9,3,0\"><b data-path-to-node=\"9,3,0\" data-index-in-node=\"0\">Suporte a Chaves de Dispositivo<\/b>: Adicionado suporte para chaves de boot autoassinadas do Pixel 10a GrapheneOS. <i data-path-to-node=\"9,3,0\" data-index-in-node=\"82\">(Live)<\/i><\/li>\n<\/ul>\n<h3 data-path-to-node=\"10\">Desempenho e Ferramentas para Desenvolvedores<\/h3>\n<ul>\n<li data-path-to-node=\"11,0,0\"><b data-path-to-node=\"11,0,0\" data-index-in-node=\"0\">Corre\u00e7\u00f5es no MicroProfiler<\/b>: Corrigido um problema antigo em que regi\u00f5es de c\u00f3digo definidas via <code data-path-to-node=\"11,0,0\" data-index-in-node=\"80\">debug.profilebegin\/profileend<\/code> eram rotuladas incorretamente. O MicroProfiler agora tamb\u00e9m restringe a exibi\u00e7\u00e3o de conex\u00f5es apenas a endere\u00e7os IP locais. <i data-path-to-node=\"11,0,0\" data-index-in-node=\"208\">(Pending)<\/i><\/li>\n<\/ul>\n<h2 data-path-to-node=\"13\">Corre\u00e7\u00f5es de Bugs<\/h2>\n<h3 data-path-to-node=\"14\">Renderiza\u00e7\u00e3o e Gr\u00e1ficos<\/h3>\n<ul>\n<li data-path-to-node=\"15,0,0\"><b data-path-to-node=\"15,0,0\" data-index-in-node=\"0\">Melhorias no EditableImage<\/b>: Adicionado o par\u00e2metro <code data-path-to-node=\"15,0,0\" data-index-in-node=\"37\">antiAliased<\/code> a <code data-path-to-node=\"15,0,0\" data-index-in-node=\"62\">EditableImage:DrawCircle()<\/code> e <code data-path-to-node=\"15,0,0\" data-index-in-node=\"93\">EditableImage:DrawLine()<\/code> para gerar bordas n\u00edtidas e bem definidas. O par\u00e2metro de transpar\u00eancia agora \u00e9 respeitado corretamente quando <code data-path-to-node=\"15,0,0\" data-index-in-node=\"191\">combineType<\/code> est\u00e1 definido como <code data-path-to-node=\"15,0,0\" data-index-in-node=\"213\">Enum.ImageCombineType.Add<\/code>. <i data-path-to-node=\"15,0,0\" data-index-in-node=\"240\">(Live)<\/i><\/li>\n<li data-path-to-node=\"15,1,0\"><b data-path-to-node=\"15,1,0\" data-index-in-node=\"0\">Cintila\u00e7\u00e3o das Estrelas em FPS Alto<\/b>: Corrigida a anomalia na taxa de cintila\u00e7\u00e3o das estrelas do c\u00e9u noturno em taxas de quadros altas. <i data-path-to-node=\"15,1,0\" data-index-in-node=\"100\">(Live)<\/i><\/li>\n<li data-path-to-node=\"15,2,0\"><b data-path-to-node=\"15,2,0\" data-index-in-node=\"0\">Amostragem de Bordas<\/b>: Corrigidos problemas de amostragem de bordas em <code data-path-to-node=\"15,2,0\" data-index-in-node=\"46\">ImageHandleAdornment<\/code>. <i data-path-to-node=\"15,2,0\" data-index-in-node=\"68\">(Live)<\/i><\/li>\n<\/ul>\n<h3 data-path-to-node=\"16\">L\u00f3gica de UI e Scripting<\/h3>\n<ul>\n<li data-path-to-node=\"17,0,0\"><b data-path-to-node=\"17,0,0\" data-index-in-node=\"0\">Reten\u00e7\u00e3o de Estilo da UI<\/b>: Reatribuir o parent de um elemento de UI filho e excluir o parent anterior dentro do mesmo frame n\u00e3o faz mais o filho perder sua estiliza\u00e7\u00e3o. <i data-path-to-node=\"17,0,0\" data-index-in-node=\"150\">(Pending)<\/i><\/li>\n<li data-path-to-node=\"17,1,0\"><b data-path-to-node=\"17,1,0\" data-index-in-node=\"0\">Corre\u00e7\u00e3o de Escala do BillboardGui<\/b>: Corrigido o desaparecimento de TextLabels com <code data-path-to-node=\"17,1,0\" data-index-in-node=\"32\">TextScaled<\/code> em <code data-path-to-node=\"17,1,0\" data-index-in-node=\"57\">BillboardGuis<\/code> quando o billboard \u00e9 reduzido via tween at\u00e9 o tamanho zero. <i data-path-to-node=\"17,1,0\" data-index-in-node=\"134\">(Pending)<\/i><\/li>\n<li data-path-to-node=\"17,2,0\"><b data-path-to-node=\"17,2,0\" data-index-in-node=\"0\">Desbloqueio do Mouse<\/b>: Bot\u00f5es modais vis\u00edveis na tela, posicionados dentro de parents fora da tela, agora desbloqueiam o mouse corretamente. <i data-path-to-node=\"17,2,0\" data-index-in-node=\"113\">(Pending)<\/i><\/li>\n<li data-path-to-node=\"17,3,0\"><b data-path-to-node=\"17,3,0\" data-index-in-node=\"0\">Escala do Topbar Inset<\/b>: Corrigido um problema em que o conte\u00fado de <code data-path-to-node=\"17,3,0\" data-index-in-node=\"43\">GuiService.TopbarInset<\/code> era escalado incorretamente durante o feedback de tradu\u00e7\u00e3o. <i data-path-to-node=\"17,3,0\" data-index-in-node=\"122\">(Pending)<\/i><\/li>\n<\/ul>\n<h3 data-path-to-node=\"18\">Engine, F\u00edsica e Replica\u00e7\u00e3o<\/h3>\n<ul>\n<li data-path-to-node=\"19,0,0\"><b data-path-to-node=\"19,0,0\" data-index-in-node=\"0\">Desconex\u00f5es do Servidor<\/b>: Corrigido um problema intermitente de desconex\u00e3o ao modificar atributos em <code data-path-to-node=\"19,0,0\" data-index-in-node=\"91\">Workspace.AuthorityMode.Server<\/code> ou <code data-path-to-node=\"19,0,0\" data-index-in-node=\"125\">Workspace.NextGenerationReplication<\/code>. <i data-path-to-node=\"19,0,0\" data-index-in-node=\"162\">(Live)<\/i><\/li>\n<li data-path-to-node=\"19,1,0\"><b data-path-to-node=\"19,1,0\" data-index-in-node=\"0\">Disparo Indevido de Humanoid.Died<\/b>: Corrigido um bug que fazia o sinal <code data-path-to-node=\"19,1,0\" data-index-in-node=\"47\">Humanoid.Died<\/code> disparar de forma inesperada quando outros personagens eram removidos do streaming. <i data-path-to-node=\"19,1,0\" data-index-in-node=\"130\">(Pending)<\/i><\/li>\n<li data-path-to-node=\"19,2,0\"><b data-path-to-node=\"19,2,0\" data-index-in-node=\"0\">Comportamento de Sleep das Constraints<\/b>: Corrigido um comportamento raro e anormal de sleep quando as partes entram em modo sleep no exato momento em que uma constraint \u00e9 removida. <i data-path-to-node=\"19,2,0\" data-index-in-node=\"130\">(Pending)<\/i><\/li>\n<li data-path-to-node=\"19,3,0\"><b data-path-to-node=\"19,3,0\" data-index-in-node=\"0\">Erro de Carregamento de \u00c1udio<\/b>: Resolvido um problema no carregamento de arquivos de \u00e1udio comprimidos que gerava erros falsos de \"arquivo n\u00e3o encontrado\". <i data-path-to-node=\"19,3,0\" data-index-in-node=\"119\">(Pending)<\/i><\/li>\n<\/ul>\n<h3 data-path-to-node=\"20\">Ferramentas do Studio e Editor<\/h3>\n<ul>\n<li data-path-to-node=\"21,0,0\"><b data-path-to-node=\"21,0,0\" data-index-in-node=\"0\">Persist\u00eancia da Command Bar<\/b>: Salvar trechos de c\u00f3digo na Command Bar em uma janela do Studio n\u00e3o ser\u00e1 mais apagado silenciosamente por uma segunda janela do Studio aberta. Os trechos agora persistem imediatamente ap\u00f3s serem salvos. <i data-path-to-node=\"21,0,0\" data-index-in-node=\"185\">(Pending)<\/i><\/li>\n<li data-path-to-node=\"21,1,0\"><b data-path-to-node=\"21,1,0\" data-index-in-node=\"0\">Autocomplete e Type Functions<\/b>: Corrigido um problema em que type functions definidas pelo usu\u00e1rio eram omitidas das avalia\u00e7\u00f5es de autocomplete. Resolvido um erro que fazia type functions exportadas serem avaliadas como <code data-path-to-node=\"21,1,0\" data-index-in-node=\"189\">error-type<\/code> ou gerarem erros de modifica\u00e7\u00e3o entre arenas (cross-arena). <i data-path-to-node=\"21,1,0\" data-index-in-node=\"242\">(Pending)<\/i><\/li>\n<li data-path-to-node=\"21,2,0\"><b data-path-to-node=\"21,2,0\" data-index-in-node=\"0\">Animation Graph Editor<\/b>: Corrigido um bug em que os scripts gerados via <i data-path-to-node=\"21,2,0\" data-index-in-node=\"64\">Graph \u27e9 Create Animate Script<\/i> eram criados vazios. <i data-path-to-node=\"21,2,0\" data-index-in-node=\"114\">(Pending)<\/i><\/li>\n<\/ul>\n<p>&lt;memubtn game_id=21079&amp;ext=20260730&gt;&lt;\/memubtn&gt;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>&lt;contents&gt;&lt;\/contents&gt; Melhorias e Novos Recursos Visuais e UI Rota\u00e7\u00e3o do UV Map: Adicionada a propriedade Rotation \u00e0s inst\u00e2ncias Texture e Decal para permitir rota\u00e7\u00f5es do UV map. (Live) Inst\u00e2ncia de UI Sem C\u00f3digo: Adicionado um novo componente de UI sem c\u00f3digo que se conecta diretamente a uma InputAction para exibir automaticamente os bindings ativos do dispositivo como labels de texto ou imagens. (Pending) Propriedades de Exibi\u00e7\u00e3o de Input: Introduzidas as propriedades InputBinding.DisplayName e InputBinding.DisplayImage para InputActionLabel, junto com a propriedade somente leitura InputAction.PreferredBinding para controle personalizado de UI. (Pending) F\u00edsica e Constru\u00e7\u00e3o de Mundo Collision Groups do WorldModel: As APIs de Collision Group foram movidas de PhysicsService e Workspace.TouchesUseCollisionGroups para WorldRoot. Agora, cada WorldModel pode gerenciar seus pr\u00f3prios collision groups de forma independente. Adicionada a propriedade WorldModel.UseWorkspaceCollisionGroups para quem quiser aderir \u00e0s regras no n\u00edvel do Workspace, se necess\u00e1rio. (Pending) Bounding Boxes do Studio Dragger: Adicionada a op\u00e7\u00e3o Use Bounding Boxes para os draggers do Studio, permitindo que as partes se encaixem com base em bounding boxes simples, independentemente da geometria de colis\u00e3o subjacente. (Pending) Estabilidade da F\u00edsica: Corrigidos diversos crashes relacionados a constraints de f\u00edsica. (Pending) Entradas e Suporte a Perif\u00e9ricos Suporte a MicroGamepad e Controle Remoto de TV:<a class=\"show-more\" href=\"https:\/\/www.memuplay.com\/blog\/pt\/notas-de-lancamento-do-roblox-732.html\">Read more &raquo;<\/a><\/p>\n","protected":false},"author":6951,"featured_media":52247,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[7044,11,19827],"tags":[67595,2054,1948],"yst_prominent_words":[43491,41743,41729,23162,23160,27931,43496,41730],"class_list":["post-52242","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-game-guides","category-game-news","category-game-reviews","tag-app-21079","tag-lang-pt","tag-roblox"],"_links":{"self":[{"href":"https:\/\/www.memuplay.com\/blog\/wp-json\/wp\/v2\/posts\/52242","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.memuplay.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.memuplay.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.memuplay.com\/blog\/wp-json\/wp\/v2\/users\/6951"}],"replies":[{"embeddable":true,"href":"https:\/\/www.memuplay.com\/blog\/wp-json\/wp\/v2\/comments?post=52242"}],"version-history":[{"count":2,"href":"https:\/\/www.memuplay.com\/blog\/wp-json\/wp\/v2\/posts\/52242\/revisions"}],"predecessor-version":[{"id":52248,"href":"https:\/\/www.memuplay.com\/blog\/wp-json\/wp\/v2\/posts\/52242\/revisions\/52248"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.memuplay.com\/blog\/wp-json\/wp\/v2\/media\/52247"}],"wp:attachment":[{"href":"https:\/\/www.memuplay.com\/blog\/wp-json\/wp\/v2\/media?parent=52242"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.memuplay.com\/blog\/wp-json\/wp\/v2\/categories?post=52242"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.memuplay.com\/blog\/wp-json\/wp\/v2\/tags?post=52242"},{"taxonomy":"yst_prominent_words","embeddable":true,"href":"https:\/\/www.memuplay.com\/blog\/wp-json\/wp\/v2\/yst_prominent_words?post=52242"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}