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Template Developer Guide

Build templates that others can reuse.

The template marketplace ships 13 production-ready templates covering inventories, shops, HUDs, menus, leaderboards, dialogue, and rewards. This guide explains how templates are structured, what makes a good template, and how you can build one that others can reuse.

Template structure: every template has four parts. The visual layout (the ScreenGui hierarchy of Frames, TextLabels, TextButtons, and layout objects), the client Luau (the script that builds and runs the UI), the server Luau (optional, for purchase validation, DataStore persistence, or multiplayer logic), and the preview image (a screenshot showing the template in action). The template data record ties these together with metadata: name, category, style, device, price, features, and the Luau asset paths.

What makes a good template: a good template solves a real problem completely. It is not a static mockup - it ships with working Luau logic that does something when pasted into Studio. A shop template includes purchase validation. An inventory template includes drag-and-drop and DataStore persistence. A leaderboard template includes OrderedDataStore ranking. The player should be able to paste the template, press Play, and see it work, then customize it for their game.

Layout conventions: use Scale-based sizing, not Offset-only, so the template works on any screen size. Anchor containers with AnchorPoint and use UIListLayout or UIGridLayout so the layout reflows on mobile. Name every element descriptively - "ClaimButton", not "TextButton2". Keep the hierarchy shallow and logical, with one root ScreenGui and a clear parent-child structure.

Luau conventions: comment the key sections so the person using your template understands where to customize. Mark the spots they need to edit with TODO comments (for example, where to wire the purchase grant or the currency system). Use RemoteEvents for client-server communication, and handle DataStore with pcall so a failed save does not crash the game.

The 12 reference templates: study the existing templates in the library to see these patterns in action. The RPG Inventory shows drag-and-drop with UIDragDetector. The Pet Shop shows server-side purchase validation. The FPS HUD shows tweened health and ammo feedback. The Daily Rewards template shows a full streak-and-reset system with DataStore. Each is a working reference for a different UI pattern.

Preview and submission: every template needs a preview image so users can see it before opening it. Once you have a working template with clean Luau and a good preview, it can be added to the library. Reach out through the contact channel on the site to discuss template submission.