The ScavengerHunt developer module gives players an inherently gamified way to explore your experience, organically introducing them to the entire place. Player progress is persistent, so scavenger hunts can continue across sessions.
Module Usage
Installation
To use the ScavengerHunt module in an experience:
Make sure the Models sorting is selected, then click the See All button for Categories.
Locate and click the DEV MODULES tile.
Locate the Scavenger Hunt module and click it, or drag-and-drop it into the 3D view.
In the Explorer window, move the entire ScavengerHunt model into ServerScriptService. Upon running the experience, the module will distribute itself to various services and begin running.
Using Tokens
The scavenger hunt module uses tokens as the items which players search for and collect. The module comes with one token model that you can position in the 3D world.
Locate the Token1 mesh inside the Workspace folder of the module's main folder.
Move Token1 into the top-level Workspace hierarchy and position it where desired.
Give the token a unique name; this name is how the module tracks which tokens each player has collected.
To add more tokens, duplicate an existing token and give it a unique name.
If you don't want to use the bundled mesh tokens, any Model or BasePart will work, as long as it meets the following criteria:
Object has a CollectionService tag of ScavengerHuntPart. If desired, the tag name which the module utilizes can be changed by setting a different value for tokenTag in a configureServer call.
Object contains a child StringValue instance set to the "flavor text" to display when the token is collected.
BasePart Model
Using Regions
Regions differ slightly from tokens, as large areas that are marked as "collected" once the player enters them. Additionally, when a player leaves the region, the flavor text modal automatically dismisses and the region itself is removed from the workspace.
Create an anchored part around the region, such as a block or sphere. The module will automatically disable the CanCollide property on runtime so players do not physically collide with the region.
Give it a unique name. This name is how the module tracks which regions each player has entered.
Assign the part a CollectionService tag of ScavengerHuntPart. If desired, the tag name which the module utilizes can be changed by setting a different value for tokenTag in a configureServer call.
Include a child StringValue instance set to the "flavor text" to display when the region is entered.
Configuration
The module is preconfigured to work for most use cases, but it can be easily customized. For example, to change the token rotation speed and customize the modal info message:
In StarterPlayerScripts, create a new LocalScript and rename it to ConfigureScavengerHunt.
Paste the following code into the new script.
LocalScript - ConfigureScavengerHuntlocal ReplicatedStorage = game:GetService("ReplicatedStorage")local ScavengerHunt = require(ReplicatedStorage:WaitForChild("ScavengerHunt"))ScavengerHunt.configureClient({infoModalText = "Welcome to my Scavenger Hunt!",completeModalText = "Thanks for playing my Scavenger Hunt!",tokenRotationSpeed = 60,})
Collection Events
Every time a player collects a token or enters a region, the collected event fires. You can listen to this event from a server-side Script and respond accordingly. The connected function receives the Player that collided with the token or entered the region and that token or region's name.
Similarly, when a player collects all tokens or enters all tagged regions, the allCollected event fires and the connected function receives the associated Player. This function is only fired once per player and it can be used to reward that player with a badge, access to a new area, in-experience currency, etc.
Script
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local ScavengerHunt = require(ReplicatedStorage:WaitForChild("ScavengerHunt"))
ScavengerHunt.collected:Connect(function(player, itemName)
print(player.DisplayName, itemName)
end)
ScavengerHunt.allCollected:Connect(function(player)
print(player.DisplayName .. " completed the hunt!")
end)
Custom GUI
This module exposes several options to customize its default GUI, but you can opt to display custom GUI elements instead.
When useCustomModals is set to true in the configureClient function, the showInfoModal event fires every time the player activates the token tracker. Similarly, the showCompleteModal event fires when the player has collected everything in the scavenger hunt. Both of these events can be listened to in a LocalScript.
LocalScript
local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local ScavengerHunt = require(ReplicatedStorage:WaitForChild("ScavengerHunt"))
ScavengerHunt.showInfoModal:Connect(function()
-- Show a custom info modal
local infoModal = Players.LocalPlayer.PlayerGui.ScavengerInfoModal
infoModal.Enabled = true
end)
ScavengerHunt.showCompleteModal:Connect(function()
-- Show a custom complete modal
local completeModal = Players.LocalPlayer.PlayerGui.ScavengerCompleteModal
completeModal.Enabled = true
end)
GUI Visibility
By default, the scavenger hunt hides all ScreenGuis and CoreGuis (except for the player list) when the info modal or completion modal appears. If you want to override this auto-hiding behavior and programmatically decide which GUIs should remain visible, include the hideOtherGuis and showOtherGuis callbacks and respond with your own custom logic.
LocalScript
local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local StarterGui = game:GetService("StarterGui")
local ScavengerHunt = require(ReplicatedStorage:WaitForChild("ScavengerHunt"))
local player = Players.LocalPlayer
local playerGui = player:WaitForChild("PlayerGui")
local hiddenInstances = {}
-- Create a screen GUI that will not be hidden
local specialGuiInstance = Instance.new("ScreenGui")
-- Draw the screen GUI above the scavenger hunt GUI
specialGuiInstance.DisplayOrder = 1
specialGuiInstance.Parent = playerGui
-- Add text label to the GUI
local specialLabel = Instance.new("TextLabel")
specialLabel.Size = UDim2.fromScale(1, 0.1)
specialLabel.Text = "Remains visible when displaying modals"
specialLabel.Font = Enum.Font.GothamSemibold
specialLabel.TextSize = 24
specialLabel.Parent = specialGuiInstance
ScavengerHunt.hideOtherGuis(function()
-- Hide all developer-defined screen GUIs
local instances = playerGui:GetChildren()
for _, instance in pairs(instances) do
if instance:IsA("ScreenGui") and not instance.Name == "ScavengerHunt" and instance.Enabled then
instance.Enabled = false
table.insert(hiddenInstances, instance)
end
end
-- Hide specific core GUIs
StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.PlayerList, false)
end)
ScavengerHunt.showOtherGuis(function()
-- Show all developer-defined screen GUIs that were hidden
for _, instance in pairs(hiddenInstances) do
instance.Enabled = true
end
hiddenInstances = {}
-- Show specific core GUIs that were hidden
StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.PlayerList, true)
end)
API Reference
Functions
configureClient
configureClient(config:table):nil
Overrides default client-side configuration options through the following keys/values in the config table. This function can only be called from a LocalScript.
General
Key | Description | Default |
---|---|---|
autoDismissTime | Time in seconds before the modal automatically dismisses itself or navigates to the next page if there is one. Set to 0 to disable. | 20 |
closeModalGamepad | Gamepad button used to close modals (KeyCode). | ButtonA |
closeModalKeyboard | Keyboard key used to close modals (KeyCode). | E |
completeModalText | Text to show on the modal that appears after clicking the token tracker when the scavenger hunt is complete. | "Thanks for participating!" |
infoModalText | Text to show on the modal that appears after clicking the token tracker. | "Find all the tokens to complete the hunt" |
tokenRotationSpeed | Speed at which the tokens rotate, in degrees per second. Set to 0 to prevent rotation. | 20 |
nextArrowImage | Image used to indicate there are more modal pages to show after the current modal page. | "rbxassetid://8167172095" |
openTokenTrackerGamepad | Gamepad button used to show the modals that appear after activating the token tracker (KeyCode). | ButtonY |
openTokenTrackerKeyboard | Keyboard key used to show the modals that appear after activating the token tracker (KeyCode). | Y |
openTokenTrackerGamepadButtonImage | Image for the gamepad button that is used to activate the token tracker. | "rbxassetid://8025860488" |
regionIcon | Icon to display next to the token tracker when entering regions. | "rbxassetid://8073794624" |
tokenIcon | Icon to display next to the token tracker when collecting tokens. | "rbxassetid://8073794477" |
tokenTrackerPositionSmallDevice | Position of the token tracker UI on small devices such as phones (UDim2). | (1, 0, 0, 84) |
tokenTrackerPositionLargeDevice | Position of the token tracker UI on larger devices like tablets and PC (UDim2). | (1, 0, 1, -16) |
useRegions | Instead of tokens, use regions. | false |
Modals
Key | Description | Default |
---|---|---|
modal.backgroundColor | Background color of the modals (Color3). | [0, 0, 0] |
modal.font | Font of the text that appears in a modal (Font). | GothamSemibold |
modal.textColor | Color of the text that appears in a modal (Color3). | [255, 255, 255] |
modal.textSize | Size of the text that appears in a modal. | 16 |
useCustomModals | If true, default modals are not displayed. This lets you show custom modals as outlined in Custom GUI. | false |
useCustomTokenTracker | If true, the default token tracker is not displayed. This lets you show a custom token tracker GUI instead. | false |
Navigation Beam
Key | Description | Default |
---|---|---|
showNavigationBeam | If true, a Beam from the player to the nearest token will be shown. | true |
navigationBeam.color | ColorSequence defining the beam's color across its segments. See Beam.Color for details. | [255, 255, 255] → [255, 255, 255] |
navigationBeam.curveSize0 | Position of the first control point in the beam's Bézier curve. See Beam.CurveSize0 for more info. | 0 |
navigationBeam.curveSize1 | Position of the second control point in the beam's Bézier curve. See Beam.CurveSize1 for more info. | 0 |
navigationBeam.faceCamera | Whether the beam's segments will always face the camera regardless of its orientation. See Beam.FaceCamera for details. | true |
navigationBeam.lightEmission | Degree to which the colors of the beam are blended with the colors behind it. See Beam.LightEmission for details. | 0 |
navigationBeam.lightInfluence | Degree to which the beam is influenced by the environment's lighting. See Beam.LightInfluence for details. | 0 |
navigationBeam.segments | How many straight segments the beam is made up of. | 10 |
navigationBeam.texture | Asset ID of the texture to be displayed on the beam. | "rbxassetid://8081777495" |
navigationBeam.textureLength | Length of the beam's texture, depending on the setting for navigationBeam.textureMode. See Beam.TextureLength for details. | 1 |
navigationBeam.textureMode | Manner in which the beam texture scales and repeats (TextureMode). | Wrap |
navigationBeam.textureSpeed | Speed at which the texture image moves along the beam. | 1 |
navigationBeam.transparency | NumberSequence defining the beam's transparency across its segments. See Beam.Transparency for details. | (0, 0) → (0.15, 1) → (1, 1) |
navigationBeam.width0 | Width of the beam at its base, in studs. | 1 |
navigationBeam.width1 | Width of the beam at its end, in studs. | 1 |
navigationBeam.zOffset | Distance, in studs, by which the beam's display is offset, relative to the camera. | 0 |
LocalScript
local ReplicatedStorage = game:GetService("ReplicatedStorage")local ScavengerHunt = require(ReplicatedStorage:WaitForChild("ScavengerHunt"))ScavengerHunt.configureClient({infoModalText = "Welcome to my Scavenger Hunt!",completeModalText = "Thanks for playing my Scavenger Hunt!",tokenRotationSpeed = 60,navigationBeam = {lightEmission = 1},modal = {textSize = 14},})
configureServer
configureServer(config:table):nil
Overrides default server-side configuration options through the following keys/values in the config table. This function can only be called from a Script.
Key | Description | Default |
---|---|---|
tokenTag | Tag used by CollectionService to find all the tokens or regions used in the scavenger hunt. | "ScavengerHuntPart" |
datastoreName | Name of the DataStore used by the scavenger hunt to store each player's collection progress. | "ScavengerHuntTokens" |
resetOnPlayerRemoving | If true, resets the user's progress when they leave the experience; convenient for not saving progress while testing the scavenger hunt. | false |
Script
local ReplicatedStorage = game:GetService("ReplicatedStorage")local ScavengerHunt = require(ReplicatedStorage:WaitForChild("ScavengerHunt"))ScavengerHunt.configureServer({tokenTag = "GreenGem",})
disable
disable():nil
Hides all UI for the scavenger hunt, disconnects all input event listeners, and prevents players from collecting tokens or interacting with regions. This function can only be called from a Script.
Script
local ReplicatedStorage = game:GetService("ReplicatedStorage")local ScavengerHunt = require(ReplicatedStorage:WaitForChild("ScavengerHunt"))ScavengerHunt.disable()
enable
enable():nil
Shows all UI for the scavenger hunt, connects all input event listeners, and allows players to collect tokens and interact with regions. This function can only be called from a Script.
Script
local ReplicatedStorage = game:GetService("ReplicatedStorage")local ScavengerHunt = require(ReplicatedStorage:WaitForChild("ScavengerHunt"))ScavengerHunt.enable()
Events
collected
collected(player:Player, itemName:string, totalCollected:number): RBXScriptSignal
Fires when a player collides with a token or enters a region. The connected function will receive the Player that collided with the token or entered the region and the name of the token that was collided into or the region that was entered. This event can only be connected in a Script.
Parameters | |
---|---|
player: Player | User who collided with a token or entered a region. |
itemName: string | Name of the token that was collided into or the region that was entered. |
totalCollected: number | Total number of tokens collected by the user represented by player. |
Script
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local ScavengerHunt = require(ReplicatedStorage:WaitForChild("ScavengerHunt"))
ScavengerHunt.collected:Connect(function(player, itemName, totalCollected)
print(player.DisplayName, itemName, totalCollected)
end)
allCollected
allCollected(player:Player): RBXScriptSignal
Fires when a player collects all tokens or enters all regions in the scavenger hunt. The connected function will receive the Player that collected all tokens, and it is only ever fired once per player. This event can only be connected in a Script.
Parameters | |
---|---|
player: Player | Player who collected all tokens or entered all regions. |
Script
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local ScavengerHunt = require(ReplicatedStorage:WaitForChild("ScavengerHunt"))
ScavengerHunt.allCollected:Connect(function(player)
print(player.DisplayName .. " completed the hunt!")
end)
showInfoModal
showInfoModal(): RBXScriptSignal
Fires when the player clicks on the token tracker when the useCustomModals configuration option is set to true. This event can only be connected in a LocalScript.
LocalScript
local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local ScavengerHunt = require(ReplicatedStorage:WaitForChild("ScavengerHunt"))
ScavengerHunt.showInfoModal:Connect(function()
local infoModal = Players.LocalPlayer.PlayerGui.InfoModal
infoModal.Enabled = true
end)
showCompleteModal
showCompleteModal(): RBXScriptSignal
Fires when the player clicks on the token tracker when the useCustomModals configuration option is set to true and the player has collected all tokens in the scavenger hunt. This event can only be connected in a LocalScript.
LocalScript
local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local ScavengerHunt = require(ReplicatedStorage:WaitForChild("ScavengerHunt"))
ScavengerHunt.showCompleteModal:Connect(function()
local completeModal = Players.LocalPlayer.PlayerGui.CompleteModal
completeModal.Enabled = true
end)
Callbacks
hideOtherGuis
hideOtherGuis(callback:function)
This callback runs immediately before a modal is displayed, letting you disable entire ScreenGuis or elements within them before the modal is shown. See GUI Visibility for details and sample code.
showOtherGuis
showOtherGuis(callback:function)
This callback runs immediately after a modal has been dismissed, letting you enable entire ScreenGuis or elements within them. See GUI Visibility for details and sample code.