rojo/.cursor/rules/roblox/en-us/studio/plugins.md
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Studio plugins Explains how to create, publish, and monetize extensions to Studio that add custom functionality.

A plugin is an extension that adds additional features or functionality to Studio. You can install community-made plugins from the Creator Store, or you can create and publish your own to the Toolbox to use across your experiences.

If you choose to also distribute your plugins to the Creator Store, you can either offer them for free or sell them for United States Dollars. Roblox offers a market-leading revenue share for these sales, as only taxes and payment processing fees are deducted. For more information on selling plugins, see Selling on the Creator Store.

Create new plugins

You can create your own plugins to improve your workflow in Studio. The following code sample is a plugin called AddEmptyScript that inserts an empty script as the child of an object or in Class.ServerScriptService. The following sections explain the major parts to creating this plugin.

To begin, you should enable Plugin Debugging Enabled in the Studio section of Studio's settings. This will expose the Class.PluginDebugService in Studio which provides real-time debugging for your plugin's code and makes it easier to reload and save your plugin.

local ChangeHistoryService = game:GetService("ChangeHistoryService")
local Selection = game:GetService("Selection")
local ServerScriptService = game:GetService("ServerScriptService")

-- Create a new toolbar section and Plugins menu folder titled "Custom"
local toolbar = plugin:CreateToolbar("Custom")

-- Add a toolbar button labeled "Empty Script"
local newScriptButton = toolbar:CreateButton("Empty Script", "Create an empty script", "rbxassetid://14978048121")

-- Make button clickable even if 3D viewport is hidden
newScriptButton.ClickableWhenViewportHidden = true

local function onPluginButtonClicked()
	local selectedObjects = Selection:Get()
	local parent = ServerScriptService
	if #selectedObjects > 0 then
		parent = selectedObjects[1]
	end

	local newScript = Instance.new("Script")
	newScript.Source = ""
	newScript.Parent = parent
	ChangeHistoryService:SetWaypoint("Added new empty script")
end

newScriptButton.Click:Connect(onPluginButtonClicked)

Save plugin script

To create a plugin, first create a Class.Script and save it locally.

  1. Insert a new Class.Script inside Class.ServerStorage and rename it to AddEmptyScript.

  2. Copy and paste the AddEmptyScript Plugin code into the new script.

  3. With the new script selected in the Explorer window, select Save as Local Plugin from Studio's Plugins menu.

  4. In the popup window, click Save to insert the plugin script into your local Plugins folder of the Studio installation.

  5. The plugin should appear in Class.PluginDebugService and start running.

  6. Delete the original script in Class.ServerStorage and work from the AddEmptyScript plugin inside Class.PluginDebugService, otherwise you may end up applying changes to the wrong script.

To update a specific plugin within `Class.PluginDebugService`, right‑click it and select **Save and Reload Plugin** from the context menu. If you simply want to reload the plugin, for example to step through a section of code using a breakpoint without saving the plugin, right‑click it and select **Reload Plugin**.

At the broadest level, you can also update all plugins by right-clicking Class.PluginDebugService and selecting Save and Reload All Plugins in Debugger (shortcut CtrlShiftL or ⌘ShiftL).

Add toolbar button

To add a button for your plugin to the Plugins tab of the Studio toolbar, use the Class.Plugin:CreateToolbar() and Class.PluginToolbar:CreateButton() methods. In the code for AddEmptyScript, line 5 creates a new section in the toolbar and Plugins menu folder titled Custom, while line 8 creates a button labeled Empty Script.

New plugin button added to toolbar in Studio

Execute code on click

To make the plugin execute code when a user clicks the toolbar button, connect a function to the button's Class.PluginToolbarButton.Click event. In the code for AddEmptyScript, the connecting function is onPluginButtonClicked().

Check user selection

To modify a plugin's behavior based on what the user has selected, use the Class.Selection service. The onPluginButtonClicked() function checks if the user has anything selected and creates the new script as its child instead of inside Class.ServerScriptService. If the user doesn't have anything selected, it creates the new script in Class.ServerScriptService.

Support undo and redo

Use Class.ChangeHistoryService to allow users to undo and redo changes made by a plugin within an experience. In your script, set the plugin to call Class.ChangeHistoryService:TryBeginRecording() and store the identifier assigned to the API call before making changes. Then set the plugin to call Class.ChangeHistoryService:FinishRecording() after making changes, so it captures any changes made during the recording session for undo and redo.

The following code sample creates an example plugin that can apply the neon material to selected parts. It uses Class.ChangeHistoryService to record and manage the changes made by the plugin:

local ChangeHistoryService = game:GetService("ChangeHistoryService")
local Selection = game:GetService("Selection")

-- Create an example plugin
local toolbar = plugin:CreateToolbar("Example Plugin")
local button = toolbar:CreateButton("Neon it up", "", "")

-- Connect a function to the click event
button.Click:Connect(function()
  local parts = {}
  for _, part in Selection:Get() do
		if part:IsA("BasePart") then
			parts[#parts + 1] = part
		end
  end
  if #parts < 1 then
  	-- Nothing to do!
    return
  end

  -- Try to begin a recording with a specific identifier
  local recording = ChangeHistoryService:TryBeginRecording("Set selection to neon")

  -- Check if recording was successfully initiated
	if not recording then
		-- This indicates that your plugin began a previous recording and never completed it
		-- You may only have one recording per plugin active at a time
		return
	end

  -- Iterate through the selected parts
  for _, part in parts do
    part.Material = Enum.Material.Neon -- Set the material of the part to Neon
  end

  -- Finish the recording, committing the changes to the history
  ChangeHistoryService:FinishRecording(recording, Enum.FinishRecordingOperation.Commit)
end)

Upload, distribute, and monetize plugins

As with models, meshes, images, and animations, you can distribute plugins to Roblox to make them easy to reuse from the Toolbox. You can choose to make them publicly available to all other creators on the Creator Store, or to distribute them privately for your own use. If you choose to distribute your plugin publicly, you can set a price at which to sell it to other creators.

The only way to distribute and set a price for a plugin is through the Creator Dashboard. You can always upload a plugin using this process and, if age-verified, monetize it later from the dashboard. For instructions on this process, see [Distributing Assets](../production/creator-store.md#through-creator-dashboard).

To distribute a plugin:

  1. In the Explorer window, select a plugin script and then select Publish as Plugin from Studio's Plugins menu.

  2. In the upper-left corner of the asset configuration window, click the image to upload a 512×512 image.

  3. Fill in the following fields:

    • Name — A title for your plugin.
    • Description — A description that describes what a potential user should expect the plugin to do.
    • Creator — The creator you'd like to attribute as the creator of the plugin.
  4. Click the Submit button. Your plugin is now available to you in the Inventory and Creations tabs of the Toolbox.

  5. Click the link to Creator Dashboard to configure distribution.

To publicly distribute or monetize a plugin you have previously uploaded, use the [Creations](https://create.roblox.com/dashboard/creations?activeTab=Model) section of the Creator Dashboard. For more information, see [Distributing Assets](../production/creator-store.md).