Learn to script anything in Roblox
42 guides that get to the point. Learn how each system works, then generate it complete if you'd rather skip the typing.
Open the Studio42 guides that get to the point. Learn how each system works, then generate it complete if you'd rather skip the typing.
Open the StudioBeginner · 6 min
Stage checkpoints that persist between sessions: touched detection on the server, per-player respawn locations, DataStore saving.
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Beginner · 4 min
The classic hazard part done properly: one server script drives every kill brick through tags and attributes.
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Beginner · 5 min
Two-way teleport pads with cooldowns, configured entirely through attributes — no scripts duplicated per pad.
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Beginner · 5 min
Smooth time-of-day rotation driven on the server, with clients reading ClockTime — no per-frame replication spam.
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Intermediate · 7 min
Platforms that tween between points AND take players along — the classic gotcha solved.
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Beginner · 5 min
Shift-to-sprint with stamina, feel handled on the client, authority on the server.
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Beginner · 4 min
A second mid-air jump using Humanoid state tracking and a directional impulse that respects air control.
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Intermediate · 6 min
Directional dash with i-frames, cooldown and clean network rules.
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Advanced · 10 min
Physics-based grapple: raycast targeting, rope constraint, swing momentum, server sanity checks.
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Intermediate · 7 min
Crouch-slide with momentum, camera lowering and hitbox shrink — the movement tech modern obbies expect.
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Advanced · 12 min
Sword swings where the server owns hitboxes, damage and combos — the client just asks nicely.
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Advanced · 12 min
Hitscan weapons with recoil, ammo, reload — and bullet decisions made where bullets belong.
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Intermediate · 6 min
Floating damage numbers and crosshair feedback fed by server-resolved outcomes.
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Intermediate · 9 min
A production data layer: load before spawn, cache in memory, autosave, retry writes, flush on shutdown.
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Intermediate · 11 min
A shop that handles both in-game currency purchases and real-money products with bulletproof ProcessReceipt.
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Beginner · 6 min
Spinning collectibles with server-owned wallets, respawn timers and magnet effects.
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Intermediate · 8 min
Claimable daily rewards with streak multipliers that survive time zones and device clocks.
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Intermediate · 8 min
Reset-for-multiplier prestige mechanics with cost curves and safe stat wipes.
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Advanced · 13 min
Player-to-player trades with escrow, confirmation windows and rollback safety.
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Intermediate · 7 min
Welcome-back payouts computed from elapsed time with caps and anti-abuse.
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Beginner · 7 min
Polished menu flow: play/shop/settings panels, camera backdrop, blur transitions.
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Beginner · 5 min
Reactive health bar with delayed damage chip and heal pop — no per-frame polling.
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Intermediate · 9 min
Slot-grid inventory with drag-to-move, tooltips and server-mirrored contents.
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Beginner · 5 min
A queue-driven toast system any script can call — rewards, errors, announcements.
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Intermediate · 7 min
Sliders, toggles and dropdowns wired to a persisted settings module.
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Advanced · 14 min
A boss brain: phase thresholds, telegraphed attacks, aggro tables and fair loot.
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Intermediate · 9 min
Robust NPC navigation with recomputation, stuck detection and streaming awareness.
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Intermediate · 8 min
Branching conversations driven by data modules with quest hooks and proximity prompts.
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Intermediate · 8 min
Zombie/enemy waves scaled by difficulty with budgeted spawning and cleanup.
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Beginner · 6 min
A shopkeeper NPC that opens a real shop UI — merging dialogue and economy systems.
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Intermediate · 9 min
Teams with auto-balance, protected spawns, score tracking and clean round resets.
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Advanced · 12 min
The match loop most competitive games share: intermissions, teleport-in, timed rounds, results, reset.
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Advanced · 13 min
Queue players across servers using MemoryStoreService and TeleportService to fill matches.
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Intermediate · 8 min
OrderedDataStore-driven global boards with periodic refresh and display-safe names.
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Intermediate · 8 min
Chat-driven admin commands with group-rank checks, argument validation and an audit log.
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Advanced · 11 min
Threat-model your remote surface: what exploiters will try first and the patterns that stop them.
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Intermediate · 10 min
Droppers → conveyor → collector → cash: the tycoon core loop, tuned and exploit-proof.
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Advanced · 14 min
Placement grid, tower targeting, projectile/combat resolution and wave economies.
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Intermediate · 8 min
Equipped pets that hover-follow with springy offsets, owned by server logic, felt locally.
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Intermediate · 11 min
Weighted rarity rolls, hatch cinematics, triple-hatch gamepasses — retention machinery.
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Advanced · 12 min
Ghost-preview placement with grid snapping, rotation and server-side validation.
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Advanced · 11 min
Data-driven quests with progress tracking hooks any system can report into.
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