Roblox uses the Luau programming language. The following code samples and tables indicate some of the differences between syntaxes for C# and Luau.
Line endings
You don't need semicolons in Luau, but they don't break the syntax.
Reserved keywords
The following table has Luau's reserved keywords mapped to their C# equivalent. Note it doesn't show all C# keywords.
| Luau | C# |
|---|---|
| and | |
| break | break |
| do | do |
| if | if |
| else | else |
| elseif | else if |
| then | |
| end | |
| true | true |
| false | false |
| for | for or foreach |
| function | |
| in | in |
| local | |
| nil | null |
| not | |
| or | |
| repeat | |
| return | return |
| until | |
| while | while |
Comments
-- Single line comment
--[[ Resulting output:
Block comment
--]]// Single line comment
/*
Block comment
*/Strings
-- Multi-line string
local multiLineString = [[This is a string that,
when printed, appears
on multiple lines]]
-- Concatenation
local s1 = "This is a string "
local s2 = "made with two parts."
local endString = s1 .. s2// Multi-line string
string multiLineString1 = "This is a string that,\nwhen printed, appears\n on multiple lines.";
string multiLineString2 = @"This is a string that,
when printed, appears
on multiple lines";
// Concatenation
string s1 = "This is a string ";
string s2 = "made with two parts.";
string endString = s1 + s2;Tables
To learn more about tables in Luau, see Tables.
Dictionary tables
You can use tables in Luau as dictionaries just like in C#.
local dictionary = {
val1 = "this",
val2 = "is"
}
print(dictionary.val1) -- Outputs 'this'
print(dictionary["val1"]) -- Outputs 'this'
dictionary.val1 = nil -- Removes 'val1' from table
dictionary["val3"] = "a dictionary" -- Overwrites 'val3' or sets new key-value pairDictionary dictionary = new Dictionary()
{
{ "val1", "this" },
{ "val2", "is" }
};
Console.WriteLine(dictionary["val1"]); // Outputs 'this'
dictionary.Remove("val1"); // Removes 'val1' from dictionary
dictionary["val3"] = "a dictionary"; // Overwrites 'val3' or sets new key-value pair
dictionary.Add("val3", "a dictionary"); // Creates a new key-value pairNumerically-indexed tables
You can use tables in Luau as arrays just like in C#. Indices start at 1 in Luau and 0 in C#.
local npcAttributes = {"strong", "intelligent"}
print(npcAttributes[1]) -- Outputs 'strong'
print(#npcAttributes) -- Outputs the size of the list
-- Append to the list
table.insert(npcAttributes, "humble")
-- Another way...
npcAttributes[#npcAttributes+1] = "humble"
-- Insert at the beginning of the list
table.insert(npcAttributes, 1, "brave")
-- Remove item at a given index
table.remove(npcAttributes, 3)List npcAttributes = new List{"strong", "intelligent"};
Console.WriteLine(npcAttributes[0]); // Outputs 'strong'
Console.WriteLine(npcAttributes.Count); // Outputs the size of the list
// Append to the list
npcAttributes.Add("humble");
// Another way...
npcAttributes.Insert(npcAttributes.Count, "humble");
// Insert at the beginning of the list
npcAttributes.Insert(0, "brave");
// Remove item at a given index
npcAttributes.Remove(2);Operators
Conditional operators
| Operator | Luau | C# |
|---|---|---|
| Equal To | == | == |
| Greater Than | > | > |
| Less Than | < | < |
| Greater Than or Equal To | >= | >= |
| Less Than or Equal To | <= | <= |
| Not Equal To | ~= | != |
| And | and | && |
| Or | or | || |
Arithmetic operators
| Luau | C# | |
|---|---|---|
| Addition | + | + |
| Subtraction | - | - |
| Multiplication | * | * |
| Division | / | / |
| Modulus | % | % |
| Exponentiation | ^ | ** |
Variables
In Luau, variables don't specify their type when you declare them. Luau variables don't have access modifiers, although you may prefix "private" variables with an underscore for readability.
local stringVariable = "value"
-- "Public" declaration
local variableName
-- "Private" declaration - parsed the same way
local _variableNamestring stringVariable = "value";
// Public declaration
public string variableName
// Private declaration
string variableName;Scope
In Luau, you can write variables and logic in a tighter scope than their function or class by nesting the logic within do and end keywords, similar to curly brackets {} in C#. For more details, see Scope.
local outerVar = 'Outer scope text'
do
-- Modify 'outerVar'
outerVar = 'Inner scope modified text'
-- Introduce a local variable
local innerVar = 'Inner scope text'
print('1: ' .. outerVar) -- prints "1: Inner scope modified text"
print('2: ' .. innerVar) -- prints "2: Inner scope text"
end
print('3: ' .. outerVar) -- prints "3: "Inner scope modified text"
-- Attempting to print 'innerVar' here would failvar outerVar = "Outer scope text";
{
// Modify 'outerVar'
outerVar = "Inner scope modified text";
// Introduce a local variable
var innerVar = "Inner scope text";
Console.WriteLine("1: " + outerVar); // prints "1: Inner scope modified text"
Console.WriteLine("2: " + innerVar); // prints "2: Inner scope text"
}
Console.WriteLine("3: " + outerVar); // prints "3: "Inner scope modified text"
// Attempting to print 'innerVar' here would failConditional statements
-- One condition
if boolExpression then
doSomething()
end
-- Multiple conditions
if not boolExpression then
doSomething()
elseif otherBoolExpression then
doSomething()
else
doSomething()
end// One condition
if (boolExpression) {
doSomething();
}
// Multiple conditions
if (!boolExpression) {
doSomething();
}
else if (otherBoolExpression) {
doSomething();
}
else {
doSomething();
}Conditional operator
local max = if x > y then x else yint max = (x > y) ? x : y;Loops
To learn more about loops in Luau, see Control Structures.
While and repeat loops
while boolExpression do
doSomething()
end
repeat
doSomething()
until not boolExpressionwhile (boolExpression) {
doSomething();
}
do {
doSomething();
} while (boolExpression)For loops
-- Forward loop
for i = 1, 10 do
doSomething()
end
-- Reverse loop
for i = 10, 1, -1 do
doSomething()
end// Forward loop
for (int i = 1; i <= 10; i++) {
doSomething();
}
// Reverse loop
for (int i = 10; i >= 1; i--) {
doSomething();
}local abcList = {"a", "b", "c"}
for i, v in ipairs(abcList) do
print(v)
end
local abcDictionary = { a=1, b=2, c=3 }
for k, v in pairs(abcDictionary) do
print(k, v)
endList<string> abcList = new List<string>{"a", "b", "c"};
foreach (string v in abcList) {
Console.WriteLine(v);
}
Dictionary<string, int> abcDictionary = new Dictionary<string, int>
{ {"a", 1}, {"b", 2}, {"c", 3} };
foreach (KeyValuePair<string, int> entry in abcDictionary) {
Console.WriteLine(entry.Key + " " + entry.Value);
}Luau also supports generalized iteration, which further simplifies working with tables.
Functions
To learn more about functions in Luau, see Functions.
Generic functions
-- Generic function
local function increment(number)
return number + 1
end// Generic function
int increment(int number) {
return number + 1;
}Variable argument number
-- Variable argument number
local function variableArguments(...)
print(...)
end// Variable argument number
void variableArguments(params string[] inventoryItems) {
for (item in inventoryItems) {
Console.WriteLine(item);
}
}Named arguments
-- Named arguments
local function namedArguments(args)
return args.name .. "'s birthday: " .. args.dob
end
namedArguments{name="Bob", dob="4/1/2000"}// Named arguments
string namedArguments(string name, string dob) {
return name + "'s birthday: " + dob;
}
namedArguments(name: "Bob", dob: "4/1/2000");Try-catch structures
local function fireWeapon()
if not weaponEquipped then
error("No weapon equipped!")
end
-- Proceed...
end
local success, errorMessage = pcall(fireWeapon)
if not success then
print(errorMessage)
endvoid fireWeapon() {
if (!weaponEquipped) {
// Use a user-defined exception
throw new InvalidWeaponException("No weapon equipped!");
}
// Proceed...
}
try {
fireWeapon();
} catch (InvalidWeaponException ex) {
// An error was raised
}