DataModel

Show Deprecated
Not Creatable

The Data Model (commonly known as game after the global variable used to access it) is the root of Roblox's parent-child hierarchy. Its direct children are services, such as Workspace and Lighting, that act as the fundamental components of a Roblox game.

Code Samples

Demonstrates using game, the root instance of DataModel, to get services such as Workspace and Lighting.

GetService()

local Workspace = game:GetService("Workspace")
local Lighting = game:GetService("Lighting")
-- Examples of modifying properties of these services
Workspace.Gravity = 20
Lighting.ClockTime = 4

Summary

Properties

  • Read Only
    Not Replicated
    Read Parallel

    Describes the ID of the user or group that owns the place.

  • Read Only
    Not Replicated
    Read Parallel

    Describes the Enum.CreatorType of the place, whether the place is owned by a user or a group.

  • Read Only
    Not Replicated
    Roblox Script Security
    Read Parallel
  • Read Only
    Not Replicated
    Read Parallel

    Describes the ID of the experience that the place running on the server belongs to.

  • Read Only
    Not Replicated
    Read Parallel
    Deprecated

    Not functional. Historically described the Enum.Genre of the place as set on the Roblox website.

  • Read Only
    Not Replicated
    Read Parallel

    A unique identifier for the running game server instance.

  • Read Only
    Not Replicated
    Read Parallel

    Represents how players in the server are handled by matchmaking.

  • Read Only
    Not Replicated
    Read Parallel

    Describes the ID of the place running on the server.

  • Read Only
    Not Replicated
    Read Parallel

    Describes the version of the place the server is running on.

  • Read Only
    Not Replicated
    Read Parallel

    Describes the private server ID of the server, if the server is a private server or a reserved server.

  • Read Only
    Not Replicated
    Read Parallel

    Describes the UserId of the Player that owns the private server if the server is private.

  • Read Only
    Not Replicated
    Read Parallel

    A reference to the Workspace service.

Methods

Methods inherited from ServiceProvider

Methods

  • Write Parallel

    Returns the service specified by the given className if it's already created, errors for an invalid name.

  • Returns the service with the requested class name, creating it if it does not exist.

Events

Events inherited from ServiceProvider

Events

Properties

CreatorId

Read Only
Not Replicated
Read Parallel

Code Samples

Detect when the place owner joins the game

local Players = game:GetService("Players")
Players.PlayerAdded:Connect(function(player)
if game.CreatorType == Enum.CreatorType.User then
if player.UserId == game.CreatorId then
print("The place owner has joined the game!")
end
elseif game.CreatorType == Enum.CreatorType.Group then
if player:IsInGroup(game.CreatorId) then
print("A member of the group that owns the place has joined the game!")
end
end
end)

CreatorType

Read Only
Not Replicated
Read Parallel

Code Samples

Detect when the place owner joins the game

local Players = game:GetService("Players")
Players.PlayerAdded:Connect(function(player)
if game.CreatorType == Enum.CreatorType.User then
if player.UserId == game.CreatorId then
print("The place owner has joined the game!")
end
elseif game.CreatorType == Enum.CreatorType.Group then
if player:IsInGroup(game.CreatorId) then
print("A member of the group that owns the place has joined the game!")
end
end
end)

Environment

Read Only
Not Replicated
Roblox Script Security
Read Parallel

GameId

Read Only
Not Replicated
Read Parallel
Read Only
Not Replicated
Read Parallel

JobId

Read Only
Not Replicated
Read Parallel

MatchmakingType

Read Only
Not Replicated
Read Parallel

PlaceId

Read Only
Not Replicated
Read Parallel

PlaceVersion

Read Only
Not Replicated
Read Parallel

Code Samples

Server version number GUI

local StarterGui = game:GetService("StarterGui")
local versionGui = Instance.new("ScreenGui")
local textLabel = Instance.new("TextLabel")
textLabel.Position = UDim2.new(1, -10, 1, 0)
textLabel.AnchorPoint = Vector2.new(1, 1)
textLabel.Size = UDim2.new(0, 150, 0, 40)
textLabel.BackgroundTransparency = 1
textLabel.TextColor3 = Color3.new(1, 1, 1)
textLabel.TextStrokeTransparency = 0
textLabel.TextXAlignment = Enum.TextXAlignment.Right
textLabel.TextScaled = true
local placeVersion = game.PlaceVersion
textLabel.Text = string.format("Server version: %s", placeVersion)
textLabel.Parent = versionGui
versionGui.Parent = StarterGui

PrivateServerId

Read Only
Not Replicated
Read Parallel

Code Samples

Detecting Private Servers

local function getServerType()
if game.PrivateServerId ~= "" then
if game.PrivateServerOwnerId ~= 0 then
return "VIPServer"
else
return "ReservedServer"
end
else
return "StandardServer"
end
end
print(getServerType())

PrivateServerOwnerId

Read Only
Not Replicated
Read Parallel

Code Samples

Detecting Private Servers

local function getServerType()
if game.PrivateServerId ~= "" then
if game.PrivateServerOwnerId ~= 0 then
return "VIPServer"
else
return "ReservedServer"
end
else
return "StandardServer"
end
end
print(getServerType())

Workspace

Read Only
Not Replicated
Read Parallel

Methods

BindToClose

()

Parameters

function: function

Returns

()

Code Samples

Saving player data before shutting down

local DataStoreService = game:GetService("DataStoreService")
local RunService = game:GetService("RunService")
local playerDataStore = DataStoreService:GetDataStore("PlayerData")
local allPlayerSessionDataCache = {}
local function savePlayerDataAsync(userId, data)
return playerDataStore:UpdateAsync(userId, function(oldData)
return data
end)
end
local function onServerShutdown(closeReason)
if RunService:IsStudio() then
-- Avoid writing studio data to production and stalling test session closing
return
end
-- Reference for yielding and resuming later
local mainThread = coroutine.running()
-- Counts up for each new thread, down when the thread finishes. When 0 is reached,
-- the individual thread knows it's the last thread to finish and should resume the main thread
local numThreadsRunning = 0
-- Calling this function later starts on a new thread because of coroutine.wrap
local startSaveThread = coroutine.wrap(function(userId, sessionData)
-- Perform the save operation
local success, result = pcall(savePlayerDataAsync, userId, sessionData)
if not success then
-- Could implement a retry
warn(string.format("Failed to save %d's data: %s", userId, result))
end
-- Thread finished, decrement counter
numThreadsRunning -= 1
if numThreadsRunning == 0 then
-- This was the last thread to finish, resume main thread
coroutine.resume(mainThread)
end
end)
-- This assumes playerData gets cleared from the data table during a final save on PlayerRemoving,
-- so this is iterating over all the data of players still in the game that hasn't been saved
for userId, sessionData in pairs(allPlayerSessionDataCache) do
numThreadsRunning += 1
-- This loop finishes running and counting numThreadsRunning before any of
-- the save threads start because coroutine.wrap has built-in deferral on start
startSaveThread(userId, sessionData)
end
if numThreadsRunning > 0 then
-- Stall shutdown until save threads finish. Resumed by the last save thread when it finishes
coroutine.yield()
end
end
game:BindToClose(onServerShutdown)
Binding to and Handling Game Shutdown

game:BindToClose(function(closeReason)
print(`Closing with reason {closeReason}`)
task.wait(3)
print("Done")
end)

GetJobsInfo

Plugin Security

Returns

Code Samples

Getting Jobs Info

local jobInfo = game:GetJobsInfo()
local jobTitles = jobInfo[1]
table.remove(jobInfo, 1)
local divider = string.rep("-", 120)
print(divider)
warn("JOB INFO:")
print(divider)
for _, job in pairs(jobInfo) do
for jobIndex, jobValue in pairs(job) do
local jobTitle = jobTitles[jobIndex]
warn(jobTitle, "=", jobValue)
end
print(divider)
end

GetObjects

Instances
Plugin Security

Parameters

url: ContentId

Returns

Instances

Code Samples

View a plugin's source code

local Selection = game:GetService("Selection")
local WEB_URL = "plugin URL here"
local function downloadPlugin(webURL)
-- get the content URL
local contentID = string.match(webURL, "%d+")
local contentURL = "rbxassetid://" .. contentID
-- download the objects
local objects = game:GetObjects(contentURL)
-- decide where to parent them
local selection = Selection:Get()
local parent = #selection == 1 and selection[1] or workspace
-- parent the objects
for _, object in pairs(objects) do
object.Parent = parent
end
end
downloadPlugin(WEB_URL)
Batch convert decal IDs

local IMAGES = {
-- Insert Decal web URLs in an array here (as strings)
}
-- open the dictionary
local outputString = "textures = {"
-- utility function to add a new entry to the dictionary (as a string)
local function addEntryToDictionary(original, new)
outputString = outputString
.. "\n" -- new line
.. " " -- indent
.. '["'
.. original
.. '"]' -- key
.. ' = "'
.. new
.. '",' -- value
end
print("Starting conversion")
for _, webURL in pairs(IMAGES) do
-- get the content URL
local contentID = string.match(webURL, "%d+")
local contentURL = "rbxassetid://" .. contentID
local success, result = pcall(function()
local objects = game:GetObjects(contentURL)
return objects[1].Texture
end)
if success then
addEntryToDictionary(webURL, result)
else
addEntryToDictionary(webURL, "Error downloading decal")
end
task.wait()
end
print("Conversion complete")
-- close the dictionary
outputString = outputString .. "\n}"
-- print the dictionary
print(outputString)

IsLoaded


Returns

Code Samples

Custom Loading Screen

local Players = game:GetService("Players")
local ReplicatedFirst = game:GetService("ReplicatedFirst")
local player = Players.LocalPlayer
local playerGui = player:WaitForChild("PlayerGui")
-- Create a basic loading screen
local screenGui = Instance.new("ScreenGui")
screenGui.IgnoreGuiInset = true
local textLabel = Instance.new("TextLabel")
textLabel.Size = UDim2.new(1, 0, 1, 0)
textLabel.BackgroundColor3 = Color3.fromRGB(0, 20, 40)
textLabel.Font = Enum.Font.GothamMedium
textLabel.TextColor3 = Color3.new(0.8, 0.8, 0.8)
textLabel.Text = "Loading"
textLabel.TextSize = 28
textLabel.Parent = screenGui
-- Parent entire screen GUI to player GUI
screenGui.Parent = playerGui
-- Remove the default loading screen
ReplicatedFirst:RemoveDefaultLoadingScreen()
--wait(3) -- Optionally force screen to appear for a minimum number of seconds
if not game:IsLoaded() then
game.Loaded:Wait()
end
screenGui:Destroy()

SetPlaceId

()
Plugin Security

Parameters

placeId: number

Returns

()

SetUniverseId

()
Plugin Security

Parameters

universeId: number

Returns

()

Events

GraphicsQualityChangeRequest

Parameters

betterQuality: boolean

Code Samples

Handling User Changes in Graphics Quality

game.GraphicsQualityChangeRequest:Connect(function(betterQuality)
if betterQuality then
print("The user has requested an increase in graphics quality!")
else
print("The user has requested a decrease in graphics quality!")
end
end)

Loaded