A developer product is an item or ability that a user can purchase more than once, such as in-experience currency, ammo, or potions.
Creating Developer Products
To create a developer product:
- Go to Creations and select an experience.
- Go to Monetization > Developer Products.
- Click Create a Developer Product.
- Upload an image to display as the product icon. Make sure the image doesn't exceed 512x512 pixels, doesn't include important details outside of its circular boundaries, and is in .jpg, .png, or .bmp format.
- Enter a name and a description for the product.
- Set the product price in Robux.
- Click Create Developer Product.
Getting Developer Product IDs
To use scripting, you need a developer product ID. To get the product ID:
Go to Monetization > Developer Products.
Hover over the product and click the ⋯ menu.
Click Copy Asset ID to copy the ID to your clipboard.
Selling Developer Products
To implement and sell a developer product inside an experience, call MarketplaceService functions.
Use GetProductInfo() to retrieve information about a developer product, like name and price, and then to display that product to users. You can sell the product inside your experience's marketplace, for example. For developer products, the second parameter must be Enum.InfoType.Product.
local MarketplaceService = game:GetService("MarketplaceService")
-- Replace the placeholder ID with your developer product ID
local productId = 000000
local success, productInfo = pcall(function()
return MarketplaceService:GetProductInfo(productId, Enum.InfoType.Product)
end)
if success and productInfo then
-- Display product information
-- Replace the print statements with UI code to display the product
print("Developer Product Name: " .. productInfo.Name)
print("Price in Robux: " .. productInfo.PriceInRobux)
print("Description: " .. productInfo.Description)
end
Use GetDeveloperProductsAsync() to retrieve all developer products associated with your experience. This function returns a Pages object that you can inspect and filter to build things like an in-experience store or product list GUI.
local MarketplaceService = game:GetService("MarketplaceService")
local success, developerProducts = pcall(function()
return MarketplaceService:GetDeveloperProductsAsync()
end)
if success and developerProducts then
local firstPage = developerProducts:GetCurrentPage()
for _, developerProduct in firstPage do
-- Replace the print statement with UI code to display the product
print(field .. ": " .. value)
end
end
Use PromptProductPurchase() to prompt product purchases inside your experience. You can call this function when a user performs actions like pressing a button or talking to a vendor NPC.
local MarketplaceService = game:GetService("MarketplaceService")
local Players = game:GetService("Players")
local player = Players.LocalPlayer
-- Replace the placeholder ID with your developer product ID
local productId = 000000
local function promptProductPurchase()
local success, errorMessage = pcall(function()
MarketplaceService:PromptProductPurchase(player, productId)
end)
if success then
print("Purchase prompt shown successfully")
end
end
You can also combine functions inside a LocalScript. For example, you can create a UI element like a button or a vendor NPC, then use GetProductInfo() to connect an existing developer product to that element, check if the product is for sale, and use PromptProductPurchase() to prompt a purchase whenever the user clicks on it.
local MarketplaceService = game:GetService("MarketplaceService")
local player = game.Players.LocalPlayer
local button = script.Parent
-- Replace the placeholder ID with your developer product ID
local productId = 000000
-- Gets product info when user clicks the UI button
button.MouseButton1Click:Connect(function()
local success, productInfo = pcall(function()
return MarketplaceService:GetProductInfo(productId, Enum.InfoType.Product)
end)
if success and productInfo then
-- Checks if product is for sale
if productInfo.IsForSale then
print("This is for sale")
-- Prompts product purchase
MarketplaceService:PromptProductPurchase(player, productId)
else
-- Notifies product isn't for sale
print("This product is not currently for sale.")
end
else
print("Error retrieving product info: " .. tostring(productInfo))
end
end)
Handling Developer Product Purchases
After a user purchases a developer product, you must handle and record the transaction. To do this, use a Script within ServerScriptService using the ProcessReceipt() function.
local MarketplaceService = game:GetService("MarketplaceService")
local Players = game:GetService("Players")
local productFunctions = {}
-- Example: product ID 123123 brings the user back to full health
productFunctions[123123] = function(receipt, player)
local character = player.Character
local humanoid = character and character:FindFirstChildWhichIsA("Humanoid")
if humanoid then
humanoid.Health = humanoid.MaxHealth
-- Indicates a successful purchase
return true
end
end
-- Example: product ID 456456 awards 100 gold coins to the user
productFunctions[456456] = function(receipt, player)
local leaderstats = player:FindFirstChild("leaderstats")
local gold = leaderstats and leaderstats:FindFirstChild("Gold")
if gold then
gold.Value += 100
return true
end
end
local function processReceipt(receiptInfo)
local userId = receiptInfo.PlayerId
local productId = receiptInfo.ProductId
local player = Players:GetPlayerByUserId(userId)
if player then
-- Gets the handler function associated with the developer product ID and attempts to run it
local handler = productFunctions[productId]
local success, result = pcall(handler, receiptInfo, player)
if success then
-- The user has received their items
-- Returns "PurchaseGranted" to confirm the transaction
return Enum.ProductPurchaseDecision.PurchaseGranted
else
warn("Failed to process receipt:", receiptInfo, result)
end
end
-- The user's items couldn't be awarded
-- Returns "NotProcessedYet" and tries again next time the user joins the experience
return Enum.ProductPurchaseDecision.NotProcessedYet
end
-- Sets the callback
-- This can only be done once by one server-side script
MarketplaceService.ProcessReceipt = processReceipt
Developer Product Analytics
Use developer product analytics to analyze the success of individual products, identify trends, and forecast potential future earnings.
With analytics, you can:
- View your top developer products over a selected time period.
- Showcase up to eight top-selling items on a time-series graph to analyze overall sales and net revenue.
- Monitor your catalog and sort items by sales and net revenue.
To access developer product analytics:
- Go to Creations and select an experience.
- Go to Monetization > Developer Products.
- Select the Analytics tab.