Editor tour
What is familiar, what moved, and what Luau Engine Studio adds on top of the Roblox Studio layout.
If you have used Roblox Studio, you already know most of this. This page covers the differences rather than re-explaining the panels you have open every day.
Unchanged#
The core editing surface is the fork's inheritance and is deliberately left alone:
- Explorer and Properties, including attributes and tags
- Output, Command bar and the script editor with Luau autocomplete, signature help and inline type errors
- Toolbox for local and studio asset libraries
- Terrain Editor, Model and Avatar tabs
- Play, Play Here, Run and Stop, with the same F5/F8/F7 shortcuts
- The Script Debugger: breakpoints, watches, call stack, step in/over/out
- MicroProfiler (Ctrl+F6) and the Developer Console (F9)
Plugins written against the Studio plugin API load unmodified in the majority of cases. See Plugins for the exceptions.
New: the Target bar#
A target selector sits in the toolbar next to Play. It controls what Play launches and what Build produces:
| Control | Effect |
|---|---|
| Target dropdown | Chooses the active target (roblox, windows, web, server, …) |
| Play | Runs a local session using the active target's runtime |
| Build | Compiles the active target into build/<target>/ |
| Publish | Uploads or packages according to target settings |
Switching targets does not change your place. It changes which runtime the editor loads and which capability set the analyser checks against — so if you use a desktop-only API while roblox is active, you get a warning at edit time rather than a surprise later.
New: Project panel#
Studio treats a place as an opaque file. Luau Engine adds a Project panel showing the on-disk tree next to the instance tree, because scripts are real files. From it you can:
- open a script from disk, edit it, and see the change reflected in the DataModel immediately
- add or remove filesystem mappings without hand-editing
luauengine.toml - see which instances are backed by files and which live only in the place
Two-way sync is on by default: editing a script in an external editor updates the running session, and editing in Studio writes to disk.
New: Build Output#
A dedicated pane for toolchain output — compilation, asset processing, packaging, publishing — kept separate from game print output so a failing build is not buried under runtime logs. Double-clicking an error jumps to the source line.
New: Asset pipeline panel#
Standalone builds ship their own assets, so imports are a first-class step rather than an upload. The panel lists every source file under assets/, the processed output for the active target, and the compression settings applied. See Assets.
Changed behaviour#
- Saving.
Ctrl+Swrites.rbxlx(XML) by default rather than binary.rbxl, so places diff sensibly in version control. Binary is still available under File → Save As. - The Toolbox. Roblox-hosted assets remain available for the
robloxtarget. For standalone targets, assets you do not own the redistribution rights to are flagged and excluded from the build. See Licensing. - Team Create is replaced by ordinary version control. There is no hosted collaborative session; the workflow is branches and pull requests.
- Settings are stored in a readable file you can commit. File → Settings → Open settings file opens it.
Keyboard shortcuts#
Studio shortcuts are preserved. Additions:
| Shortcut | Action |
|---|---|
Ctrl+Shift+B | Build the active target |
Ctrl+Shift+T | Cycle target |
Ctrl+Shift+P | Command palette |
Ctrl+P | Quick-open a file from the project |
Ctrl+Shift+O | Toggle the Project panel |
The full list, including how to rebind, is in Keybindings.