sidebar_position | title |
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5 |
Sync Details |
This page aims to describe how Rojo turns files on the filesystem into Roblox objects.
Concept | File Name |
---|---|
Folders | any directory |
Server Scripts | *.server.lua |
Client Scripts | *.client.lua |
Module Scripts | *.lua |
XML Models | *.rbxmx |
Binary Models | *.rbxm |
Localization Tables | *.csv |
Plain Text | *.txt |
JSON Modules | *.json |
TOML Modules | *.toml |
JSON Models | *.model.json |
Projects | *.project.json |
Meta Files | *.meta.json |
Not all property types can be synced by Rojo in real-time due to limitations of the Roblox Studio plugin API. In these cases, you can usually generate a place file and open it when you start working on a project.
Some common cases you might hit are:
- Binary data (Terrain, CSG parts)
MeshPart.MeshId
HttpService.HttpEnabled
For a list of all property types that Rojo can reason about, both when live-syncing and when building place files, look at rbx-dom's type coverage chart.
This limitation may be solved by issue #205 in the future.
Any directory on the filesystem will turn into a Folder
instance with the same name.
It is possible for a directory to contain certain files that change what the directory turns into:
- An
init.lua
,init.server.lua
, orinit.client.lua
file, described in Scripts. - An
init.meta.json
file that definesclassName
, described in Meta Files. - A
default.project.json
file, described in Projects.
Rojo transforms any files with the lua
extension into the various script instances that Roblox has.
- Any file ending in
.server.lua
will turn into aScript
instance. - Any file ending in
.client.lua
will turn into aLocalScript
instance. - Any other
.lua
file will turn into aModuleScript
instance.
Rojo reserves three special script names. These scripts change their parent directory into a script instead of a folder:
init.server.lua
will change its parent directory into aScript
instance.init.client.lua
will change its parent directory into aLocalScript
instance.init.lua
will change its parent directory into aModuleScript
instance.
For example, these files:
graph TD;
my_model(My Model/)
init(init.server.lua)
foo(foo.lua)
my_model --> init
my_model --> foo
Will turn into these instances in Roblox:
graph TD;
my_model("My Model (Script)")
foo("Foo (Script)")
my_model --> foo
Only one "init script" can be present in the same folder.
Rojo supports both binary (.rbxm
) and XML (.rbxmx
) models generated by Roblox Studio or another tool.
For a rundown of supported types, check out rbx-dom's type coverage chart.
Any file with the csv
extension is transformed into a LocalizationTable
instance. Rojo expects these files to follow the same format that Roblox does when importing and exporting localization information.
An example CSV localization table is:
Key,Source,Context,Example,es
Ack,Ack!,,An exclamation of despair,¡Ay!
Any file with the txt
extension is transformed into a StringValue
instance. This is useful for bringing in text data that can be read by scripts at runtime.
Any file with the json
extension that is not a JSON Model or a Project File will be synced as a ModuleScript
that returns a table representing the same structure as the JSON file. That is, the following JSON:
{
"Hello": "world!",
"bool": true,
"array": [1, 2, 3],
"object": {
"key 1": 1337,
"key 2": []
}
}
Would become a ModuleScript
with the following Source
:
return {
Hello = "world!",
array = {1, 2, 3},
bool = true,
object = {
["key 1"] = 1337,
["key 2"] = {},
},
}
Any file with the toml
extension will be synced as a ModuleScript
that returns a table representing the same structure as the TOML file. Due to the easy to read and edit format of TOML, it can be convenient to use them as config files. For a better idea of what synced toml
files look like, see JSON Modules.
There is a single limitation for TOML syncing: DateTime
values are converted into string
values and not the corresponding data type. This is due to the conflicting formats used between them. This is not something most people should have to worry about, but it's still something to be aware of.
Files ending in .model.json
can be used to describe simple models. They're designed to be hand-written and are useful for instances like RemoteEvent
.
A JSON model describing a folder containing a Part
and a RemoteEvent
could be written as a file named My Cool Model.model.json
with:
{
"ClassName": "Folder",
"Children": [
{
"Name": "RootPart",
"ClassName": "Part",
"Properties": {
"Size": [4, 4, 4]
}
},
{
"Name": "SendMoney",
"ClassName": "RemoteEvent"
}
]
}
It would turn into these instances:
graph TD;
parent("My Cool Model (Folder)")
part("RootPart (Part)")
remote("SendMoney (RemoteEvent)")
parent --> part
parent --> remote
Starting in Rojo 6.0, project files can be included in other project files. This can be useful for reusing pieces between multiple project files.
Projects that are intended to be included inside other projects should describe models, not places.
If a directory contains a file named default.project.json
, Rojo will use the contents of the project file instead of anything else in the directory.
New in Rojo 0.5 are meta files, named .meta.json
.
Meta files allow attaching extra Rojo data to models defined in other formats, like Roblox's rbxm
and rbxmx
model formats, or even Lua scripts.
This can be used to set Rojo-specific settings like ignoreUnknownInstances
, or can be used to set properties like Disabled
on a script.
Meta files can contain:
className
: Changes theclassName
of a containingFolder
into something else.- Usable only in
init.meta.json
files
- Usable only in
properties
: A map of properties to set on the instance, just like projects- Usable on anything except
.rbxmx
,.rbxm
, and.model.json
files, which already have properties
- Usable on anything except
ignoreUnknownInstances
: Works just like$ignoreUnknownInstances
in project files
Sometimes it's useful to apply properties like ignoreUnknownInstances
on instances that are defined on the filesystem instead of within the project itself.
If your project has hello.txt
and there are instances underneath it that you want Rojo to ignore when live-syncing, you could create hello.meta.json
with:
{
"ignoreUnknownInstances": true
}
Meta files can be used to set properties on Script
instances, like Disabled
.
If your project has foo.server.lua
and you want to make sure it would be disabled, you could create a foo.meta.json
next to it with:
{
"properties": {
"Disabled": true
}
}
If you wanted to represent a tool containing a script and a model for its handle, create a directory with an init.meta.json
file in it:
{
"className": "Tool",
"properties": {
"Grip": [0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1]
}
}
Instead of a Folder
instance, you'll end up with a Tool
instance with the Grip
property set.