Cookbook
Every recipe by task: 81 complete examples across networking, data, commerce, combat, movement, NPCs, the world, media, operations and testing.
One task per recipe, each with a complete example, the reason it works, and links into the module pages. To build a whole game rather than one feature, start with the Workspace overview, which walks the design, plan, scaffold and build pipeline these recipes plug into.
Conventions that hold on every page:
- Examples are game code in the Game layer. Server systems are services in
src/Server/Game/Services/, listed insrc/Server/Game/Registry.luau; client systems are controllers insrc/Client/Game/Controllers/.kernelis the kernel a service or controller receives ininit, and short snippets call itKernel. - Every game channel is declared once in
src/Shared/Game/Channels.luauand reaches a system asself.Net. Kits declare their own channels. - Everything a recipe creates has an owner: a session (
session:bind), a scope (kernel:createScope()) or the service’sstop. Timers are Scheduler deadlines, and continuous work runs only while something needs it. None of the examples poll. - Recipes that depend on services Studio cannot fully exercise (DataStores, MemoryStores, MessagingService, teleports, bans, badges, real purchases, real latency) carry a Status note: what the specs and regression runners prove, and what still needs a published place.
Networking and state
Section titled “Networking and state”Intents, channels, replicas, the Bus, cross-server events and player text. The full page is Networking and state.
Data and persistence
Section titled “Data and persistence”Profiles, recovery, rejoins, settings, cross-server state and update deploys. The full page is Data and persistence.
Commerce and trading
Section titled “Commerce and trading”Robux purchases, game passes, compliance, trades and the item economy. The full page is Commerce and trading.
Combat and anti-exploit
Section titled “Combat and anti-exploit”Server authority with client feel. The full page is Combat and anti-exploit.
Movement and abilities
Section titled “Movement and abilities”Responsive input under server authority. The full page is Movement and abilities.
| I want to | Uses |
|---|---|
| Make abilities feel instant | Prediction |
| Gate abilities on movement state | MoveKit |
| Add keybinds players can remap | InputDriver |
| Cast spells with cooldowns | SpellKit |
NPCs and pathfinding
Section titled “NPCs and pathfinding”Senses, movesets, routes and companions. The full page is NPCs and pathfinding.
| I want to | Uses |
|---|---|
| Give NPCs brains, aim skill and movesets | NPCKit, BehaviorTree |
| Find paths four different ways | Pathfinding |
| Summon familiars and pets | CompanionKit |
World and interaction
Section titled “World and interaction”Zones, prompts, rounds, teams, parties, queues, quests, badges and boards. The full page is World and interaction.
VFX and media
Section titled “VFX and media”Physics, effects, sound, animation, outlines and device budgets. The full page is VFX and media.
Infrastructure and ops
Section titled “Infrastructure and ops”Lifetimes, scheduling, processes, logging, live tuning and observability. The full page is Infrastructure and ops.
Testing and QA
Section titled “Testing and QA”Proving it works, then proving it survives hostile input. The full page is Testing and QA.