UI Designer
On this page
- Nothing shows when I press Play
- I see two UIs on top of each other
- Buttons open screens, but buying and rewards do nothing
- I sent the UI again, but my hook script didn't change
- My Extras don't run
- A Robux item says "Not for sale yet!"
- A purchase goes through but the player gets nothing
- Coins and purchases aren't saved in Studio
- Do I need "Allow HTTP Requests"?
- Send to Studio doesn't work
- Do I need to upload fonts or icons?
- Where is my ScreenGui?
- Can I change the text, colours or prices?
- What does an export cost?
UI troubleshooting and FAQ
Something not working? Open the Output window in Studio (View tab) and press Play: BloxUI prints what's wrong, and every line starts with [BloxUI]. Then find the problem below.
Nothing shows when I press Play#
Go through these in order:
- Did you press Play? The UI is built when the game runs. In edit mode StarterGui stays empty, and that's normal (why).
- Is the loader there?
BloxUI_BlueprintLoadermust be in StarterPlayer > StarterPlayerScripts with Enabled ticked. Without it nothing is built. - Are the runtime and the design there? You need
ReplicatedStorage.BloxUIandReplicatedStorage.BloxUI_Blueprints.<Name>, with those exact names. If the folder is missing, Output saysBlueprintLoader: no ReplicatedStorage.BloxUI_Blueprints folder, nothing to build. - Is the design turned off? Select the
<Name>StringValue. If itsEnabledattribute isfalse, the loader skips it. - Used the .rbxmx? The
BloxUI_<Name>folder must stay in Workspace until itsBloxUI_Setupscript has run, or you move the pieces yourself (Getting started shows where).
If your hook script says the UI "<Name>" wasn't built in 30 s, the loader didn't build a UI with that name. Check the points above, and check that the name in the script matches the StringValue's name exactly.
I see two UIs on top of each other#
You have two designs in ReplicatedStorage.BloxUI_Blueprints, usually after installing a design with a different title. The loader builds all of them. Delete the one you don't want, or set its Enabled attribute to false. See Updating a UI.
Buttons open screens, but buying and rewards do nothing#
The server half isn't running. If Output says Add UI.Server.start() to a server Script:
- Check that
<Name>_ServerHooksis in ServerScriptService and Enabled. In the .rbxmx it ships turned off untilBloxUI_Setupmoves it, so if you moved it by hand, tick Enabled. - No hook scripts at all? Every export includes them, so install the UI again, or make them with one Command Bar paste (If the scripts are missing). The server one's last line starts
UI.Server.
If Output says no handler for "SomeName", the button sends a Remote action that no server code handles yet. Fill in (or add) the UI.Server.on("SomeName", ...) handler in <Name>_ServerHooks.
I sent the UI again, but my hook script didn't change#
On purpose: Send to Studio never overwrites a hook script (or an Extras file) you've edited, so your code is safe. Only scripts you haven't touched are updated. To get the new version next to yours, see When the new design has new buttons.
My Extras don't run#
- Look for lines starting with
[BloxGame]in Output: each Extra reports its own problems, and the others keep going. ServerScriptService > BloxGame > Mainmust be Enabled. From the .rbxmx it ships turned off untilBloxUI_Setupmoves it; if you moved it by hand, tick Enabled.- An Extra with
Enabled = falseinGameData.Featuresdoesn't start. GameData has a mistake, so the game systems can't start: a missing comma, bracket or quote in GameData. Undo your last change, or look at the line number above the message.This game's BloxUI is too old for the game systems: install the UI again from the website so the place gets the newest runtime.
More in Extras. Zones, teleports, rebirths, boost chips and the other simulator systems each have their own troubleshooting list in the Simulator and tycoon kit.
A Robux item says "Not for sale yet!"#
That item has no real developer product or game pass id yet. Create the product on the Roblox Creator Dashboard and put its id in the design: Developer products and game passes walks through it. With Extras in your export, paste the id in GameData instead (Robux ids).
A purchase goes through but the player gets nothing#
- Is the server running? Without
UI.Server.startnobody answers Roblox'sProcessReceipt. When it does take over, Output printshandling ProcessReceipt. - Does another script set
MarketplaceService.ProcessReceipt? Only one script in a game can. Start UI.Server with{ ProcessReceipt = false }and callUI.Server.handleReceipt(receiptInfo)from yours. - Is it a product without a grant (a revive, a pet)? Its
UI.Server.onReceipthandler in<Name>_ServerHooksreturnsfalseuntil your code gives the item. That's on purpose: Roblox tries the purchase again later instead of charging for nothing. If Output saysno blueprint product with productId ...; add UI.Server.onReceipt for it, add a handler for that id. - Could the player's data not load? Output then says
could not load player data, and nothing is bought or saved for that player in that session. - Testing a game pass in Studio? BloxUI asks Roblox whether the player owns the pass. If a test purchase doesn't turn it on in Studio, check it in the live game.
Coins and purchases aren't saved in Studio#
If Output says DataStores are unavailable in Studio, data is only kept in memory until you stop. To save for real in Studio, publish the game, then turn on Game Settings > Security > Enable Studio Access to API Services. A live server always uses DataStores.
Do I need "Allow HTTP Requests"?#
Not for the UI. It makes no web requests in your game, so you can leave Allow HTTP Requests in Game Settings off.
The BloxMaps Cloud plugin does need web access, because it talks to bloxmaps.com. When Studio asks whether it may make HTTP requests, allow it. If you said no, the plugin shows Studio blocked the request: allow it under Plugins > Manage Plugins > BloxMaps Cloud, in its permissions, and try again.
Send to Studio doesn't work#
- Sign the plugin in. Press Sign in in the plugin and enter the code it shows on the website, with the same account you designed the UI with. Export a map to Studio shows each step.
- Your UI isn't in the list? Only finished designs of the signed-in account are listed. Press Refresh in the UIs tab.
- No exports left? Inserting a design that isn't exported yet exports it first, which uses 1 export or credit. When there's none left, the plugin says so. See Plans, credits and exports.
- "StarterPlayer has no StarterPlayerScripts folder"? Save and reopen the place (Studio adds the folder back), then try again.
Do I need to upload fonts or icons?#
No. The icons come from an icon font that is built into every Roblox client, with a copy published by Roblox that is used on devices where the built-in one doesn't load. The fonts are Roblox's own fonts. Nothing needs uploading and nothing can be moderated away.
If you swap in your own image ids, those images have to be ones your game is allowed to use (for example uploaded by you, or by the group that owns the game) and approved by moderation. Otherwise they show up blank.
Where is my ScreenGui?#
There isn't one in StarterGui. While the game is running, look under Players > your name > PlayerGui for BloxUI_Hud, BloxUI_Screens, BloxUI_Popups and BloxUI_Menus. Don't edit them: they're rebuilt every time (How it works).
Can I change the text, colours or prices?#
Yes, in the blueprint, with a Command Bar script (Scripting your UI has one). For bigger changes, make a new design and install it over the old one (Updating).
What does an export cost?#
The first export of a design uses 1 export from your plan, the same monthly exports maps use. Downloading or sending it again is free. Looking at every screen and tab before you export costs nothing. Details: Plans, credits and exports.