# This file is automatically generated. Please don't edit it manually. # To submit a bug report on the content, see # https://devforum.roblox.com/c/bug-reports/documentation-issues/72 name: BadgeService type: class memory_category: Instances summary: | Provides information on badges and awards them. description: | `BadgeService` provides information and functionality related to [badges](../../../production/publishing/badges.md). Badges are used across the platform to recognize a player's achievements and activity. Upon awarding a badge to a player, it is added to their inventory and displayed on their profile page. code_samples: [] inherits: - Instance descendants: [] tags: - NotCreatable - Service deprecation_message: '' properties: [] methods: - name: BadgeService:AwardBadgeAsync summary: | Award a badge to a player given the ID of each. description: | Grants a `Class.Player` a badge with the `Class.Player.UserId|UserId` and the badge ID. In order to successfully award a badge: - The player must be presently connected to the experience. - The player must not already have the badge (note that a player may delete an awarded badge from their profile and be awarded the badge again). - The badge must be awarded from a server-side `Class.Script` or a `Class.ModuleScript` eventually required by a `Class.Script`, not from a `Class.LocalScript`. - The badge must be awarded in a place that is part of the experience associated with the badge. - The badge must be enabled; check this using the `IsEnabled` property of the badge fetched through `Class.BadgeService:GetBadgeInfoAsync()`. Rate limit is `50 + 35 * [number of users]` per minute. code_samples: - badges---awarding-a-badge parameters: - name: userId type: int64 default: summary: | The `Class.Player.UserId` of the user the badge is to be awarded to. - name: badgeId type: int64 default: summary: | The ID of the badge to be awarded. returns: - type: boolean summary: | Boolean of `true` if the badge was awarded successfully. tags: - Yields deprecation_message: '' security: None thread_safety: Unsafe capabilities: - AssetManagement - name: BadgeService:AwardBadge summary: | Award a badge to a player given the ID of each. description: '' code_samples: [] parameters: - name: userId type: int64 default: summary: | The `Class.Player.UserId` of the user the badge is to be awarded to. - name: badgeId type: int64 default: summary: | The ID of the badge to be awarded. returns: - type: boolean summary: | Boolean of `true` if the badge was awarded successfully. tags: - Yields - Deprecated deprecation_message: '' security: None thread_safety: Unsafe capabilities: - AssetManagement - name: BadgeService:CheckUserBadgesAsync summary: | Checks a list of badge IDs against a `Class.Player.UserId|UserId` and returns a list of badge IDs that the player owns. description: | Checks a list of badge IDs against a `Class.Player.UserId|UserId` and returns a list of badge IDs that the player owns. This method supports batches of up to 10 badges; use `Class.BadgeService:UserHasBadgeAsync()` for single badge lookups. Any set of badges for any experience can be queried, no matter who created the badges or which experiences they are for. Any `Class.Player.UserId|UserId` can be used in a `Class.Script`, but in a `Class.LocalScript`, only the `Class.Player.UserId|UserId` of the local user whose client is running the script can be used. Rate limit is `10 + 5 * [number of players]` per minute in each server. code_samples: - badges---checking-earned-badges-batch parameters: - name: userId type: int64 default: summary: | The `Class.Player.UserId|UserId` of the player to check for ownership of the specified badges. - name: badgeIds type: Array default: summary: | The list of IDs of the badges to check ownership of. Maximum length of 10. returns: - type: Array summary: | The list of badge IDs the given user owns out of the provided badge IDs. Empty if none of the provided badges are owned by the given user. Not guaranteed to be in the same order as the input list. tags: - Yields deprecation_message: '' security: None thread_safety: Unsafe capabilities: - AssetManagement - name: BadgeService:GetBadgeInfoAsync summary: | Fetch information about a badge given its ID. description: | This method fetches information about a badge given its ID and returns a dictionary with the following fields:
Key Type Description
Name string The name of the badge.
Description string The description of the badge.
IconImageId int64 The asset ID of the image for the badge.
IsEnabled boolean Indicates whether the badge is available to be awarded.
This method takes a brief moment to load the information from Roblox; repeated calls will cache for a short duration. code_samples: - getbadgeinfoasync parameters: - name: badgeId type: int64 default: summary: | The badge ID of the badge whose information should be fetched. returns: - type: Dictionary summary: | A dictionary of information about the specified badge. tags: - Yields deprecation_message: '' security: None thread_safety: Unsafe capabilities: - AssetManagement - name: BadgeService:IsDisabled summary: | Returns whether a given badge is disabled. description: | This function returns whether the badge with the given ID is marked **disabled** on the Roblox website. A badge can be disabled by its owner on its page on the Roblox website, in the settings sub-menu. When a badge is disabled, this function returns true and the badge can no longer be awarded. A badge may be quickly re-enabled through the same menu. In Studio, a badge can only be tested if it is **disabled**. Calling this function with an enabled badge in Studio will return **true** and produce a warning "Sorry, badges can only be tested if they are disabled on Roblox game servers". Note that even if a badge is enabled it may not necessarily be awardable (for example if it isn't associated with the current game). Badges that are associated with special events are a common reason for a badge to be disabled. Often, it is easier to simply disable a badge instead of hard-coding a time check for when some event ends. code_samples: - BadgeService-IsDisabled1 parameters: - name: badgeId type: int64 default: summary: | The ID of the badge. returns: - type: boolean summary: | True if the specified badge is not available to be awarded. tags: - Yields - Deprecated deprecation_message: | This function is deprecated. Do not use it for new work. Instead, it can be checked by calling BadgeService:GetBadgeInfoAsync() and checking the IsEnabled field. security: None thread_safety: Unsafe capabilities: - AssetManagement - name: BadgeService:IsLegal summary: | Determines if a given badge is associated with the current game. description: | This function determines if a given badge is associated with the current game. It returns true if the badge is associated with the current game. Badges can only be awarded from a place that is part of the game associated with the badge. This means, for example, a developer cannot award a badge associated with another developer's game. Even if this returns true, a badge may still not be award-able. For example, it may be disabled. code_samples: [] parameters: - name: badgeId type: int64 default: summary: | The badge ID of the badge. returns: - type: boolean summary: | True if the badge is associated with the current game. tags: - Yields - Deprecated deprecation_message: | This function is deprecated and will always return true. Do not use it for new work. security: None thread_safety: Unsafe capabilities: - AssetManagement - name: BadgeService:UserHasBadge summary: | Checks whether a user has the badge given the `Class.Player.UserId` and the badge ID. description: | Checks and returns whether a `Class.Player` owns a badge given their `Class.Player.UserId|UserId` and the badge ID. You can call the function from the server in a `Class.Script` or `Class.ModuleScript` eventually required by a `Class.Script`, and the user in question must be present in the server for the query to run. When calling the method from the client in a `Class.LocalScript`, it only works for the local user whose client is running the script. Any badge for any experience can be queried, no matter who created the badge or which experience it is used for. code_samples: [] parameters: - name: userId type: int64 default: summary: | The user ID of the user. - name: badgeId type: int64 default: summary: | The badge ID of the badge. returns: - type: boolean summary: | True if the user has the badge. tags: - Yields - Deprecated deprecation_message: | This method has been superseded by `Class.BadgeService:UserHasBadgeAsync()` which should be used for new instead. security: None thread_safety: Unsafe capabilities: - AssetManagement - name: BadgeService:UserHasBadgeAsync summary: | Checks whether a player has the badge given the `Class.Player.UserId` and the badge ID. description: | Checks and returns whether a `Class.Player` owns a badge given their `Class.Player.UserId|UserId` and the badge ID. You can call this method from the server in a `Class.Script` or `Class.ModuleScript` eventually required by a `Class.Script`, and the user in question must be present in the server for the query to run. When calling this method from the client in a `Class.LocalScript`, it only works for the local user whose client is running the script. Any badge for any experience can be queried, no matter who created the badge or which experience it is used for. Rate limit is `50 + 35 * [number of players]` per minute. code_samples: - badges---checking-earned-badges parameters: - name: userId type: int64 default: summary: | The `Class.Player.UserId` of the player to check for ownership of the specified badge. - name: badgeId type: int64 default: summary: | The badge ID of the badge whose ownership will be checked. returns: - type: boolean summary: | Indicates if the specified user has the specified badge. tags: - Yields deprecation_message: '' security: None thread_safety: Unsafe capabilities: - AssetManagement events: [] callbacks: []