I created new accounts to post this message because I wanted it to be an anonymous question. If I were here to promote Roblox, I wouldn't mention that as a downer, don't you think? Since no relevant info came up, I decided to write several posts across different gamedev communities to bring up the question, because the thing that holds me back is their really young audience. Quite the opposite, I saw the news regarding devs making tons of money and I searched everywhere to see what other developers thought about this possibility. Look, I understand it certainly can look like that, but let me assure you that I'm not from Roblox and I'm not looking to promote their product whatsoever. I can't login back with that account, since I used a throw away email to create it, because I wanted to stay anonymous. Would much rather develop in Unity, and if I had no Unity would use something like Plaċanvas (which by the way I love!). It's just really designed to look like crap at it's core too. ones you've built yourself in Blender, Maya, 3ds Max, etc. You're extremely limited on the amount of polygons you can bring in with custom meshes (i.e. Everything takes several steps where it takes one step in another professional engine or editor. So you have to scale things in one axis at a time! This kind of represents how it is to work in the Roblox editor. You cannot scale all axis's at the same time.not in the Inspector window, nor with the gizmo. At that point you can rotate, translate and scale the child object which is the light. You have to create a meshpart object, create a light, drag the light as the child of the meshpart object. For example if you want to create a real time light, you can't just create a real time light and be done with it. If you're used to the ease of Unity, well forget it with this editor. I thought I would try and use the editor and maybe create some prototype levels and just test out their development environment. My kids play a ton of Roblox every single day.