Overview
RBLX Essentials is a collection of modular, production-ready Roblox game systems distributed as plug-and-play packs. Each pack installs in minutes via a dedicated Studio plugin, requires no manual scripting to set up, and integrates automatically with the other packs in the ecosystem.
The goal is to give Roblox developers a solid, tested foundation so they can focus on what makes their game unique instead of rebuilding common systems from scratch.
Pack Catalogue
| Pack | PackId | Version | Description |
|---|---|---|---|
| Ecosystem Core | EcosystemCore | 1.0.6 | Shared UI foundation required by all tag-based packs. Install this first. |
| Datastore & Purchase System | DatastorePurchaseSystem | 1.0.5 | Player data persistence, game pass validation, and developer product handling. |
| Easy Pet System | EasyPetSystem | 1.0.14 | Full egg hatching, pet collection, merging, and equip system with multiplier API. |
| Sound System | SoundSystem | 1.0.12 | Centralised client/server SFX playback with positional and global audio. |
| General UI Kit | GeneralUIKit | 1.0.8 | Tag-based UI framework (CollectionService + Attributes) for panels and buttons. |
Dependency Graph
Architecture Philosophy
Modular. Each pack is a self-contained Rojo project. You install only what you need.
Plugin-managed. The RBLX Essentials Plugin handles deployment. It copies pack code from ServerStorage into the correct game services (StarterGui, ServerScriptService, ReplicatedStorage, etc.) with one click. No manual file placement.
Configuration over code. All user-facing settings live in ServerStorage under each pack's Settings folder. The plugin renders them as a form. You change values in the plugin; you do not touch scripts.
Shared infrastructure. Packs that depend on each other communicate through well-defined APIs (GUIBridge, DataStoreManager, PurchaseManager). There is no hidden coupling.
Getting Started
Requirements: Roblox Studio (any recent version). API Services must be enabled in your place if you use Datastore & Purchase System.
Step 1: Install the Plugin
Download the RBLX Essentials Plugin from Itch.io and drag the .rbxm file into Studio. It installs automatically to your Plugins folder. Restart Studio once.
The plugin appears as RBLX Essentials in the Plugins toolbar.
Step 2: Drag a Pack into Studio
- Download any pack
.rbxmfrom Itch.io. - Drag the file into your Studio Workspace (it lands there temporarily).
- Open the plugin (Plugins → RBLX Essentials).
The plugin will detect the pack and show both Ecosystem Core and the pack in its list.
Note: Ecosystem Core is bundled inside every pack, you do not download it separately. It will always appear in the plugin list when you drag in any pack.
Step 3: Install the Packs
Always install Ecosystem Core first, then the pack you dragged in.
- Click Ecosystem Core in the pack list and click Move & Install.
- Once done, select your pack and click Move & Install.
Repeat Step 2 and Step 3 for each additional pack. Follow this install order when combining packs:
- Ecosystem Core: always first (bundled, install before anything else).
- Datastore & Purchase System: no other dependencies.
- Sound System: no other dependencies.
- General UI Kit: requires Ecosystem Core (already installed). Sound System is optional.
- Easy Pet System: requires Datastore & Purchase System. Sound System is optional.
Step 4: Enable API Services
If you are using the Datastore & Purchase System, go to:
Game Settings → Security → Enable Studio Access to API Services
Without this, player data will not save in Studio playtests.
Step 5: Configure
Select any installed pack in the plugin to open its settings panel. Change values directly in the panel, no script editing required.
Typical things to configure:
- Easy Pet System: egg prices, drop rates, pet multipliers, gamepass IDs.
- Datastore & Purchase System: auto-save interval, DataStore name.
- Sound System: which Music Player template to use, enable/disable Music Player.
Step 6: Press Play
Hit Play in Studio. All packs initialise automatically. No bootstrap code, no wiring required.
Uninstalling a Pack
Select the pack in the plugin and click Uninstall Pack. The pack's deployed code is removed from all services. The pack template stays in ServerStorage so you can reinstall at any time.
Uninstalling Ecosystem Core does not clean up any packs that depend on it. Remove dependent packs manually first.
Plugin
The plugin is the package manager for the RBLX Essentials ecosystem. It handles discovery, deployment, configuration, and removal of packs, all within Studio without touching any project files manually.
How It Works
The plugin has three core systems. These run internally and are not visible in the UI, but understanding them helps if you want to know what happens under the hood.
Scanner reads ServerStorage.RBLXEssentials looking for _manifest folders. Each manifest identifies a pack (PackId, Version, DisplayName). This is how the plugin knows which packs are present in the project.
Verifier compares the pack's source in ServerStorage against the deployed code in the actual game services (StarterGui, ServerScriptService, ReplicatedStorage, etc.). This produces a status for each pack.
Installer copies pack code from ServerStorage into the target services on demand, and removes it on uninstall.
Pack Statuses
| Status | Meaning |
|---|---|
present | Pack is in ServerStorage but not yet deployed to game services. |
installed | Pack is fully deployed and matches the ServerStorage source. |
modified | Pack is deployed but scripts differ from the ServerStorage source (edited manually). |
workspace | Pack .rbxm was dropped into Workspace and needs to be moved to ServerStorage first. |
outdated | A newer version is available on Itch.io. Current version is in ServerStorage but not installed. |
available | Pack exists in the RBLX Essentials catalogue but has not been downloaded yet. |
Registry and Update Checks
On each refresh the plugin fetches a remote registry that lists all available packs and their latest versions. This powers two features:
- Catalogue listing: packs not yet downloaded appear in a separate "More from RBLX Essentials" section so you can discover them.
- Plugin update banner: if a newer version of the plugin itself is available, a banner appears at the top of the plugin UI.
The registry fetch is non-blocking: the plugin renders local packs immediately, then updates the list when the fetch completes.
Ecosystem Core Requirement
No pack can be installed unless Ecosystem Core is already deployed. The plugin enforces this by checking Verifier status for Ecosystem Core before allowing any install action. The install button shows "Install Ecosystem Core first" and is disabled until EC is deployed.
Settings Panel
Selecting an installed pack opens a settings panel on the right side of the plugin. The panel reads the pack's Settings folder from ServerStorage and renders each value as an editable field. Changes are applied directly to the ServerStorage instances and take effect on the next Play session.
Ecosystem Core
RequiredPackId: EcosystemCore · Version: 1.0.6 · Dependencies: None
What It Does
Ecosystem Core is the shared UI foundation for the RBLX Essentials ecosystem. It must be installed before any pack that uses the tag-based UI system.
It provides:
- A central GUI manager that discovers and controls all
UI_PanelandUI_Buttonelements across your game. - GUIBridge: a cross-pack handler registry that lets each pack register its own button actions without knowing about the others.
- Panel animations, image preloading, tooltip hover effects, and effect icon management, shared across all installed packs.
You don't need to know any of this to use RBLX Essentials packs. Everything runs automatically once installed. However, if you want to use Ecosystem Core's APIs in your own code, the full reference is below.
GUIBridge API
GUIBridge lives in ReplicatedStorage.RBLXEssentials.EcosystemCore. Require it from any LocalScript.
local GUIBridge = require(ReplicatedStorage.RBLXEssentials.EcosystemCore.GUIBridge)
GUIBridge.registerHandlers(handlers)
Registers a table of action handlers. Call this once per pack during initialisation.
GUIBridge.registerHandlers({
OpenShop = function(button)
-- open the shop panel
end,
BuyItem = function(button)
-- handle purchase
end,
})
RBLX Essentials packs use unique action names by design, so conflicts between them won't happen. If you register your own custom actions and run into a conflict with an existing one, remove the duplicate entry from your script.
GUIBridge.dispatch(action, button)
Calls the registered handler for action. Called automatically by the GUIManager for every UI_Button click. You do not need to call this manually.
GUIBridge.getPanel(panelId)
Returns the UI_Panel GuiObject with the given PanelId attribute, searching the local PlayerGui. Returns nil if not found.
local shopPanel = GUIBridge.getPanel("Shop")
Only call this inside a running LocalScript after the GUI has loaded.
Tag System
Ecosystem Core's GUIManager discovers elements by CollectionService tag. Apply tags in Studio via the Tag Editor or via script.
| Tag | Required Attributes | Optional Attributes | Behaviour |
|---|---|---|---|
UI_Panel |
PanelId (string) |
Exclusive (bool), Animation (string) |
Toggleable panel. Exclusive = true closes other open panels when this one opens. |
UI_Button |
Action (string) |
TargetPanel (string), ShowTooltip (bool), BuySound (bool) |
Dispatches Action via GUIBridge on click. TargetPanel toggles a named panel directly without a handler. |
UI_Animated |
Animation ("Rotate" or "HoverBob") |
Speed (number) |
Decorative animation on a UI element. |
Built-in Button Actions
These actions are handled by the GUIManager itself and do not need a GUIBridge handler:
| Action | Effect |
|---|---|
TogglePanel | Toggles the panel named in TargetPanel. |
ClosePanel | Closes the panel named in TargetPanel. |
Notes
- Sound playback is silent if Sound System is not installed.
Datastore & Purchase System
PackId: DatastorePurchaseSystem · Version: 1.0.5 · Dependencies: None
What It Does
The Datastore & Purchase System is the data and monetisation backbone of RBLX Essentials. It handles:
- Loading and saving player data automatically on join/leave.
- An in-memory cache so all reads mid-session are instant.
- Game pass ownership checks with caching.
- Developer product purchase callbacks with receipt history to prevent duplicate grants.
- Automatic retry with exponential backoff to handle Roblox DataStore throttling.
All other RBLX Essentials packs that need to persist data (e.g. Easy Pet System) read and write through this system. There is only one DataStore per game, no duplicate stores or conflicting keys.
This pack can also be used on its own. You don't need any other RBLX Essentials pack installed to use it in your game.
Plugin Configuration
All settings are managed directly from the plugin, no script editing needed.
Datastore Settings
- AutoSaveInterval: how often (in seconds) player data is saved automatically. Default is 90.
- DataStoreVersion: the DataStore key version used in production. Increment this to reset all player data (e.g. for a game wipe).
- StudioDataStoreVersion: same as above but only applies in Studio, so you can wipe test data without affecting live players.
- Wipe Studio Data: clears all locally stored Studio test data immediately.
Default Data
Defines the default data structure for new players. Data is organised into groups (e.g. Stats, Pets, Meta), each containing variables with a default value. You can add, remove, and rename groups and variables freely. This structure is what every new player starts with on their first join.
Add a new Variable
Clicking + New Variable shows a row where you write the variable name and select its type:
- Num: a number (e.g. Cash, XP).
- Str: a string of text.
- Bool: a true/false value.
- List: an array (e.g. for storing a list of owned items).
Add a new Group
Clicking + New Group shows a field to enter the group name:
Purchase Settings
- FreeMode: when ON, all game pass checks return
truefor all players. Useful for testing without real purchases. - Purchases: the list of game passes and developer products registered in the system. Each entry has a name, a type (
gamepassorproduct), and the Roblox asset ID. Add your passes here so the system can handle ownership checks and purchase callbacks.
Before testing: create your Game Passes in the Roblox Creator Dashboard for your experience, then paste each Game Pass ID into the Id field of the corresponding entry in the plugin. Without a real ID, ownership checks won't work.
Uninstalling
Removes the pack's deployed folders from all service locations. The pack template stays in ServerStorage so you can reinstall at any time.
That's everything from the plugin.
If you're not planning to modify the pack's code or call its APIs from your own scripts, you can stop here. The sections below are for developers who want to integrate the system directly into their own code.
DataStoreManager API
Require from any Script or ModuleScript in ServerScriptService.
local ManagerProvider = require(ServerScriptService.RBLXEssentials.DatastorePurchaseSystem.ManagerProvider)
local Manager = ManagerProvider.get()
Manager:Get(player)
Returns the player's complete data table. The first call loads from DataStore and caches the result; subsequent calls return the cache instantly.
local data = Manager:Get(player)
print(data.Stats.Cash)
Manager:Update(player, mutator)
Applies a mutation function to the player's data and queues a save. The mutator receives the data table directly.
Manager:Update(player, function(data)
data.Stats.Cash += 100
end)
PurchaseManager API
Studio note: By default, Roblox Studio treats the local player as owning all game passes. Gamepass checks will always return true in a regular Play session. To test real purchase behaviour, use the Server & Clients mode in Studio, which simulates a live server environment.
local PurchaseManager = require(ServerScriptService.RBLXEssentials.DatastorePurchaseSystem.PurchaseManager)
PurchaseManager.HasPass(player, passId)
Returns true if the player owns the game pass. Checks the cache first, then DataStore, then MarketplaceService. Returns true in FreeMode (for Studio testing).
if PurchaseManager.HasPass(player, 123456789) then
-- grant perk
end
PurchaseManager.registerHandler(productId, callback)
Registers a handler for a developer product. The callback receives (player, receiptInfo) and must return true to confirm the purchase. Returning false or erroring will cause Roblox to retry the receipt.
PurchaseManager.registerHandler(987654321, function(player, receipt)
Manager:Update(player, function(data)
data.Stats.Cash += 1000
end)
return true
end)
PurchaseManager.InvalidatePass(player, passId)
Clears the cached ownership result for a pass, forcing a fresh check on the next HasPass call. This is called automatically when a player purchases a pass mid-session, you only need to call it manually if you have an external reason to force a re-check.
PurchaseManager.GrantProduct(player, productId)
Directly invokes a registered product handler without a real purchase. Only works in FreeMode. Useful for testing reward flows in Studio.
Default Player Data Schema
{
Meta = {
SchemaVersion = 1
},
Stats = {
Cash = 0
},
Pets = {
Equipped = {},
Owned = {}
},
Purchases = {
Gamepasses = {}
}
}
Missing keys return their default values automatically. Existing players receive new defaults on their next load, no migration needed. New keys and entirely new top-level groups can be added either via the Settings > Default Data folder in the plugin, or directly in DefaultData.lua. Both approaches are equivalent: on load, the system merges the player's saved data with the current defaults and fills in anything missing.
Configuration
Settings live in ServerStorage.RBLXEssentials.DatastorePurchaseSystem.Settings and are editable via the plugin.
| Setting | Default | Description |
|---|---|---|
DataStoreName | "PlayerData_v1" | Name of the Roblox DataStore used for production data. |
AutoSaveInterval | 90 | Seconds between automatic periodic saves. |
MaxRetries | 5 | Number of retry attempts on DataStore failure. |
FreeMode | false | If true, all pass checks return true and products can be granted for free. For Studio testing only. |
Easy Pet System
PackId: EasyPetSystem · Version: 1.0.14 · Dependencies: Datastore & Purchase Sound System (optional)
What It Does
Easy Pet System is a complete, production-ready pet system for Roblox. Players hatch pets from eggs, collect them across rarity tiers, merge duplicates into rarer versions, equip pets that follow them around the map, and earn multiplier bonuses.
- Weighted rarity rolls for egg hatching.
- Auto-hatch gamepass support.
- Triple-hatch gamepass support.
- Extra Pet Space gamepass support.
- Pets follow and orbit the player with smooth animations.
- Merge 3 pets of the same type into the next rarity tier.
- Merge All: auto-merges all eligible sets in one call.
- Equip Best: automatically equips the highest-multiplier combination.
- Multiplier API: sum or product of all equipped pet multipliers, accessible from any server script.
- 28 included pet models across 5 rarities (fully replaceable).
- ScreenGui egg hatching animations.
Plugin Configuration
Required: this pack uses Roblox DataStore. Go to Game Settings → Security → Enable Studio Access to API Services before testing, otherwise player data will not save.
All settings are managed directly from the plugin, no script editing needed.
Purchase Settings
Lists the game passes used by the pack. Each entry has a warning to replace the default ID with your own from the Roblox Creator Dashboard.
- ExtraPetSpace: allows players to equip a 4th pet.
- AutoHatch: allows players to auto-hatch eggs continuously.
- TripleHatch: allows players to hatch 3 eggs at once.
Before testing: create these Game Passes in the Roblox Creator Dashboard for your experience and paste each ID into the corresponding field. Without real IDs, ownership checks won't work.
Pet Data
- MaxOwned: maximum number of pets a player can have in their inventory.
- MaxEquipped: maximum number of pets a player can have equipped at once (increased to 4 with the ExtraPetSpace pass).
- MergeCount: number of pets of the same type required to perform a merge.
- ProximityDistance: how close players need to be to an egg for the hatch prompt to appear.
- FollowMode: how pets follow the player.
Groundkeeps pets on the floor; other modes may orbit or float.
Rarities
Rarities are defined in ReplicatedStorage > RBLXEssentials > EasyPetSystem > PetData > Rarities. You can add, remove, and rename rarities freely. Pets reference rarities by name.
| Value | Type | Controls |
|---|---|---|
order | number | Tier rank used for pet sorting in the Pets menu and for determining the merge target (next rarity up). Lower = weaker. |
frameColor | Color3 | Border/stroke colour of each pet slot in the egg billboard GUI, and the probability percentage text colour. |
textColor | Color3 | Pet name label text colour in the egg billboard GUI. |
frameColor2 | Color3 | Read by PetConfig but not currently applied anywhere. Reserved for future use. |
labelColor | Color3 | Read by PetConfig but not currently applied anywhere. Reserved for future use. |
The colours of pet cards in the Pets menu and in the hatch toast are not driven by these values. They are baked into each [Rarity]PetTemplate frame (gradient and UIStroke) and read from there at runtime.
Pet Card Templates
The actual pet cards rendered inside the Pets menu use rarity-specific UI templates located in:
MenusGUI > Menus > Pets > Container > PetContainer > Container
Each template is a Frame named [Rarity]PetTemplate (e.g. CommonPetTemplate, EpicPetTemplate) and tagged in CollectionService with the same name. When a pet card is rendered, the system resolves the correct template by tag:
CollectionService:GetTagged(petDef.rarity .. "PetTemplate")
The matching template is cloned and populated with the pet's data. Colours, gradients, and border styles are baked directly into each template and are not applied dynamically at runtime.
To add a new rarity, create a new Frame in the container, name it [NewRarity]PetTemplate, and apply the CollectionService tag [NewRarity]PetTemplate to it.
Pets
The full list of pets in the game. Each pet has a preview image (the 3D model), a name, a rarity, and a multiplier value. You can add new pets, delete existing ones, or change any of their properties here.
Eggs
Defines all eggs available in the game. Each egg has a name, a price, a currency (Cash or Robux), and a drop percentage table listing which pets can be hatched from it and at what probability. The total must add up to 100%.
At the bottom you can create a new Cash Egg or a Robux Egg.
Robux Eggs
Robux eggs use robuxPrice (the display price in Robux) and a productId (the Developer Product ID from the Roblox Creator Dashboard) instead of a cash price.
Uninstalling
Removes the pack's deployed folders from all service locations. The pack template stays in ServerStorage so you can reinstall at any time.
That's everything from the plugin.
If you're not planning to modify the pack's code or call its APIs from your own scripts, you can stop here. The sections below are for developers who want to integrate the system directly into their own code.
PetService API
Require from any Script or ModuleScript in ServerScriptService.
local PetService = require(ServerScriptService.RBLXEssentials.EasyPetSystem.PetSystem.PetService)
PetService.GetTotalMultiplier(player, multiply?)
Returns the combined multiplier of all equipped pets.
-- Sum all equipped multipliers (e.g. 1 + 1.5 + 2 = 4.5)
local total = PetService.GetTotalMultiplier(player)
-- Multiply all equipped multipliers (e.g. 1 * 1.5 * 2 = 3.0)
local product = PetService.GetTotalMultiplier(player, true)
-- Apply to a reward
local reward = baseCash * PetService.GetTotalMultiplier(player)
PetService.HatchEgg(player, eggId, count, isAuto?)
Hatches one or three pets from the specified egg. Returns a result table.
local result = PetService.HatchEgg(player, "Tier1Egg", 1)
if result.ok then
for _, pet in result.pets do
print(pet.id, pet.rarity, pet.multiplier)
end
end
Parameters:
eggId(string): must match a key in the Eggs configuration.count(number):1for single hatch,3for triple (requires TripleHatch pass).isAuto(bool, optional):truefor auto-hatch (requires AutoHatch pass).
Failure reasons: "invalid_egg", "insufficient_funds", "inventory_full", "need_triple_pass", "need_auto_pass", "cooldown".
Each pet in result.pets has: uid, id, rarity, multiplier, createdAt.
PetService.EquipPet(player, uid)
Equips a pet by its unique ID. Players can have up to 3 pets equipped (4 with the ExtraPetSpace pass).
PetService.UnequipPet(player, uid)
Unequips a pet by its unique ID.
PetService.DeletePet(player, uid)
Deletes a pet from the player's inventory. The pet must be unequipped first.
PetService.MergePets(player, petId)
Merges 3 non-equipped pets of the same type into one pet of the next rarity tier.
local result = PetService.MergePets(player, "Cat")
if result.ok then
print("Merged into:", result.pet.rarity)
end
Failure reasons: "no_next_tier", "not_enough", "invalid_pet".
PetService.MergeAll(player)
Merges all eligible pet sets in a single call.
local result = PetService.MergeAll(player)
print("Merges performed:", result.mergeCount)
PetService.EquipBest(player)
Unequips all current pets and re-equips the combination with the highest total multiplier, up to the equip limit.
Configuration
All configuration is data-driven. No code changes are needed to add pets, eggs, or rarities.
Key Settings
| Setting | Default | Description |
|---|---|---|
MaxOwned | 50 | Maximum pets a player can hold in their inventory. |
MaxEquipped | 3 | Base number of pets a player can equip simultaneously. |
MergeCount | 3 | Number of pets required to perform a merge. |
FollowMode | "Orbit" | How pets move relative to the player. Options: "Orbit", "Follow", "Ground". |
ProximityDistance | 12 | Stud distance within which pets stay near the player. |
Gamepasses
| Gamepass | Effect |
|---|---|
TripleHatch | Allows hatching 3 eggs at once. |
AutoHatch | Allows continuous auto-hatching. |
ExtraPetSpace | Increases the equip limit from 3 to 4. |
Included Pets
28 pets across 5 rarities sourced from a Roblox asset pack. All pet models are fully replaceable, you can add, remove, or swap them at any time without code changes.
| Rarity | Multiplier Range |
|---|---|
| Common | x1 to x500 |
| Uncommon | x2 to x750 |
| Rare | x4 to x80,000 |
| Epic | x25 to x200,000 |
| Legendary | x400 to x1,500,000 |
Sound System
PackId: SoundSystem · Version: 1.0.12 · Dependencies: None
What It Does
Sound System is a centralised audio playback system for Roblox. It provides clean client and server APIs for playing sound effects, from simple UI sounds to positional 3D audio at a world location.
It integrates with Roblox SoundGroup for volume control and respects a global SFX toggle, so players can mute sound effects independently of music.
Other RBLX Essentials packs (Easy Pet System, General UI Kit, Ecosystem Core) use Sound System for their audio feedback. If Sound System is not installed, there will be no audio at all.
Plugin Configuration
All settings are managed directly from the plugin, no script editing needed.
Sound Settings
- SFXEnabled: enables or disables all sound effects globally. When OFF, no sounds will play regardless of what other packs request.
Music Player
- Template: which Music Player UI template to use. The templates are located in
ServerStorage > RBLXEssentials > SoundSystem > Templates. - MusicPlayerEnabled: enables or disables the Music Player UI entirely.
There are 6 built-in templates to choose from (MusicPlayer_Template_1 through MusicPlayer_Template_6). You can also modify any of them freely in Studio to match your game's visual style.
Uninstalling
Removes the pack's deployed folders from all service locations. The pack template stays in ServerStorage so you can reinstall at any time.
That's everything from the plugin.
If you're not planning to modify the pack's code or call its APIs from your own scripts, you can stop here. The sections below are for developers who want to integrate the system directly into their own code.
Sound Storage
Sounds are split into two folders under SoundService > RBLXEssentials > SoundSystem:
- SFX: sound effects, looked up by name and played via the API.
- Music: music tracks played by the Music Player.
Add sounds to the relevant folder in Studio to make them available.
Client API
Require from any LocalScript.
local SFX = require(ReplicatedStorage.RBLXEssentials.SoundSystem.SFXSystem)
SFX:Play(name)
Plays a sound by name. If the sound is already playing, it restarts from the beginning.
SFX:Play("ButtonClick")
SFX:PlayOverlap(name)
Clones the sound and plays the clone. Multiple instances can overlap simultaneously. Each clone destroys itself when playback ends.
SFX:PlayOverlap("Coin")
Use PlayOverlap for sounds that can trigger rapidly (e.g. collecting coins, rapid button presses).
Server API
Require from any Script in ServerScriptService.
local SFX = require(ServerScriptService.RBLXEssentials.SoundSystem.SFXSystem)
SFX:PlayAt(name, position, range?)
Plays a sound for all clients at a world position. With a range, the sound has 3D rolloff (quieter with distance). Without a range, it plays globally at full volume for everyone.
-- Global sound (no rolloff)
SFX:PlayAt("Explosion", workspace.Part.Position)
-- 3D positional sound (audible within 40 studs)
SFX:PlayAt("Explosion", workspace.Part.Position, 40)
SFX:PlayAtForPlayer(player, name, position, range?)
Same as PlayAt but only plays for one specific player.
SFX:PlayAtForPlayer(player, "LevelUp", player.Character.HumanoidRootPart.Position)
Notes
- Positional sounds use
RollOffMode.LinearSquare. - An invisible
Partis created at the position to host the sound and is destroyed when playback ends. - The global SFX toggle (
SFXEnabledBoolValue) is set by the Bootstrap script and affects all playback.
General UI Kit
PackId: GeneralUIKit · Version: 1.0.10 · Dependencies: Ecosystem Core Sound System (optional)
What It Does
General UI Kit is a tag-based UI framework for Roblox. UI behaviour is declared through CollectionService tags and Instance Attributes, with no hardcoded paths or script modifications needed to add new panels or buttons.
It provides:
- Panel management (open/close, exclusive mode, animated transitions).
- Universal button sounds and tooltip hover effects.
- Decorative UI animations (rotation, hover bob).
- Effect icon system with tooltip descriptions.
- TextBox typing sounds.
- Dispatch integration with Ecosystem Core's GUIBridge for cross-pack button handling.
How It Works
The GUIManager (a LocalScript) discovers all tagged elements in PlayerGui at runtime. Tags declare what an element is; Attributes declare how it behaves. You tag a Frame as UI_Panel and set PanelId = "Shop", and GUIManager handles the rest.
Button actions are dispatched through GUIBridge.dispatch(). To handle an action in your own code, call GUIBridge.registerHandlers() with a table of action functions.
Plugin Configuration
All panel and button configuration is managed directly from the plugin. No script editing or manual attribute assignment needed.
Panels and Buttons
The Navigation Manager lets you configure every panel and its associated button from a single visual panel in Studio. Each panel row shows a live thumbnail preview alongside its settings.
- Exclusive: when enabled, opening this panel automatically closes all other open panels.
- Animation: select the open/close animation for this panel (Bounce, SpinReveal, etc.).
- Button assignment: assign which button in your GUI toggles this panel.
- Add New Panel & Button: creates a new panel and a linked button in one click.
That's everything from the plugin.
If you're not planning to modify the pack's code or call its APIs from your own scripts, you can stop here. The sections below are for developers who want to integrate the system directly into their own code.
Tag Reference
UI_Panel
A toggleable menu panel (Frame or ScreenGui).
| Attribute | Type | Required | Description |
|---|---|---|---|
PanelId | string | Yes | Unique identifier for this panel. |
Exclusive | bool | No | If true, opening this panel closes all other open panels. |
Animation | string | No | Panel open/close animation. Options: "Bounce", "SpinReveal". |
UI_Button
A clickable button (TextButton or ImageButton) that dispatches an action.
| Attribute | Type | Required | Description |
|---|---|---|---|
Action | string | Yes | Action name dispatched to GUIBridge on click. |
TargetPanel | string | No | If set, toggles the named panel directly (no handler required). |
ShowTooltip | bool | No | If true, shows a tooltip on hover. Requires a UI_Tooltip sibling. |
BuySound | bool | No | If true, plays the purchase sound instead of the standard click sound. |
UI_Animated
A decorative UI element with a looping animation.
| Attribute | Type | Required | Description |
|---|---|---|---|
Animation | string | Yes | "Rotate" (continuous spin) or "HoverBob" (gentle float). |
Speed | number | No | Animation speed multiplier. Default: 1. |
UI_Tooltip
A Frame that appears on hover for an adjacent UI_Button or UI_EffectIcon.
| Attribute | Type | Required | Description |
|---|---|---|---|
TooltipType | string | Yes | "Button" (appears next to the button) or "Effect" (appears next to an effect icon). |
UI_EffectIcon
An icon representing a buff or game effect, with an automatic tooltip.
| Attribute | Type | Required | Description |
|---|---|---|---|
Description | string | Yes | Text displayed in the tooltip on hover. |
UI_TypeSound
Apply to a TextBox to play a typing sound on each character input. No attributes required.
Registering Button Handlers
Call GUIBridge.registerHandlers from a LocalScript that runs after the GUI loads.
local GUIBridge = require(ReplicatedStorage.RBLXEssentials.EcosystemCore.GUIBridge)
GUIBridge.registerHandlers({
OpenShop = function(button)
GUIBridge.getPanel("Shop").Visible = true
end,
BuyItem = function(button)
local productId = button:GetAttribute("ProductId")
game:GetService("MarketplaceService"):PromptProductPurchase(
game.Players.LocalPlayer, productId
)
end,
})
Built-in Actions
These actions are handled by GUIManager directly. Do not register handlers for them.
| Action | Effect |
|---|---|
TogglePanel | Toggles the panel named in TargetPanel. |
ClosePanel | Closes the panel named in TargetPanel. |
Notes
- Image preloading is batched (2 images per frame) to avoid frame hitches on startup.
- Sound playback (button clicks, hover effects) is silent if Sound System is not installed.
- Tooltips are throttled at 16ms intervals to avoid layout thrashing.
- All GUIManager connections are cleaned up via Trove when the GUI is destroyed (respawn/reload safe).
Changelog
Version history for all packs and the plugin.