roblox-monetization

Compare original and translation side by side

🇺🇸

Original

English
🇨🇳

Translation

Chinese

Roblox Monetization

Roblox 变现指南

Overview

概述

End-to-end guide for earning Robux legitimately through Roblox's monetization systems. Covers dashboard configuration and Lua scripting for both developers and designers.
本指南全面介绍如何通过Roblox的变现系统合法赚取Robux,涵盖控制台配置和Lua脚本开发,适合开发者和设计师阅读。

Quick Reference

快速参考

SystemUse ForRepeatable?Min Price
Game PassPermanent perks/accessNo (one-time)1 Robux
Developer ProductConsumables, currency, boostsYes (unlimited)1 Robux
UGC ItemAvatar marketplace salesN/A1 Robux
Premium PayoutPassive playtime incomeAutomaticNo setup

系统类型适用场景可重复购买?最低价格
Game Pass永久特权/访问权限否(一次性购买)1 Robux
开发者产品消耗品、游戏内货币、增益效果是(无次数限制)1 Robux
UGC物品虚拟形象商城售卖不适用1 Robux
Premium分成被动游戏时长收益自动发放无需配置

1. Game Passes

1. Game Pass

One-time purchases granting permanent perks. Player pays once per game per pass.
一次性购买即可获得永久特权,玩家针对单款游戏的每个Pass只需购买一次。

Dashboard Setup

控制台配置

  1. create.roblox.com → select experience → Monetization → Passes
  2. Create a Pass → upload 512×512 PNG icon, set name, description, price
  3. Save → note the Pass ID
  1. 访问create.roblox.com → 选择对应体验内容 → 变现 → Pass
  2. 创建Pass → 上传512×512像素的PNG图标,设置名称、描述和价格
  3. 保存 → 记录下Pass ID

Server Script

服务器脚本

lua
local MarketplaceService = game:GetService("MarketplaceService")
local Players = game:GetService("Players")

local PASS_ID = 000000 -- your Pass ID

-- Check ownership on join
Players.PlayerAdded:Connect(function(player)
    local success, hasPass = pcall(function()
        return MarketplaceService:UserOwnsGamePassAsync(player.UserId, PASS_ID)
    end)
    if success and hasPass then
        -- grant perk
    end
end)

-- Prompt purchase (call from server)
local function promptPass(player)
    MarketplaceService:PromptGamePassPurchase(player, PASS_ID)
end

-- Grant immediately after purchase
MarketplaceService.PromptGamePassPurchaseFinished:Connect(function(player, passId, purchased)
    if purchased and passId == PASS_ID then
        -- grant perk
    end
end)
Always run on server (Script), never LocalScript — client-side ownership checks can be spoofed.

lua
local MarketplaceService = game:GetService("MarketplaceService")
local Players = game:GetService("Players")

local PASS_ID = 000000 -- your Pass ID

-- Check ownership on join
Players.PlayerAdded:Connect(function(player)
    local success, hasPass = pcall(function()
        return MarketplaceService:UserOwnsGamePassAsync(player.UserId, PASS_ID)
    end)
    if success and hasPass then
        -- grant perk
    end
end)

-- Prompt purchase (call from server)
local function promptPass(player)
    MarketplaceService:PromptGamePassPurchase(player, PASS_ID)
end

-- Grant immediately after purchase
MarketplaceService.PromptGamePassPurchaseFinished:Connect(function(player, passId, purchased)
    if purchased and passId == PASS_ID then
        -- grant perk
    end
end)
务必在服务器端(Script)运行,绝不能用LocalScript——客户端的所有权验证可能被篡改。

2. Developer Products

2. 开发者产品

Repeatable purchases — players can buy unlimited times. Use for coins, potions, boosts, in-game currency.
可重复购买的产品——玩家可以无限制购买,适用于游戏币、药水、增益效果、游戏内货币等场景。

Dashboard Setup

控制台配置

  1. Creator Hub → experience → Monetization → Developer Products
  2. Create a Developer Product → set name, description, icon, price
  3. Note the Product ID
  1. 进入Creator Hub → 选择对应体验内容 → 变现 → 开发者产品
  2. 创建开发者产品 → 设置名称、描述、图标和价格
  3. 记录下产品ID

Server Script

服务器脚本

lua
local MarketplaceService = game:GetService("MarketplaceService")
local DataStoreService = game:GetService("DataStoreService")
local Players = game:GetService("Players")

local PRODUCT_ID = 000000 -- your Product ID
local coinStore = DataStoreService:GetDataStore("PlayerCoins")

local function processReceipt(receiptInfo)
    local player = Players:GetPlayerByUserId(receiptInfo.PlayerId)
    if not player then
        return Enum.ProductPurchaseDecision.NotProcessedYet
    end

    if receiptInfo.ProductId == PRODUCT_ID then
        -- Persist to DataStore FIRST — if server crashes after this line, coins are safe
        local ok, err = pcall(function()
            coinStore:UpdateAsync(tostring(player.UserId), function(current)
                return (current or 0) + 100
            end)
        end)
        if not ok then
            warn("DataStore failed:", err)
            return Enum.ProductPurchaseDecision.NotProcessedYet -- Roblox will retry
        end
        -- Now safe to update in-memory value (leaderstats, etc.)
    end

    return Enum.ProductPurchaseDecision.PurchaseGranted
end

MarketplaceService.ProcessReceipt = processReceipt

-- Prompt purchase
local function promptProduct(player)
    MarketplaceService:PromptProductPurchase(player, PRODUCT_ID)
end
Critical rules for
ProcessReceipt
:
  • Must return
    PurchaseGranted
    or
    NotProcessedYet
    — never error silently
  • Persist to DataStore before returning — crashes can cause loss
  • Return
    NotProcessedYet
    on DataStore failure so Roblox retries the receipt
  • Only one
    ProcessReceipt
    handler allowed per server; combine all product IDs inside it
  • Roblox may call
    ProcessReceipt
    more than once for the same purchase — use
    receiptInfo.PurchaseId
    as a dedup key if double-granting is a concern

lua
local MarketplaceService = game:GetService("MarketplaceService")
local DataStoreService = game:GetService("DataStoreService")
local Players = game:GetService("Players")

local PRODUCT_ID = 000000 -- your Product ID
local coinStore = DataStoreService:GetDataStore("PlayerCoins")

local function processReceipt(receiptInfo)
    local player = Players:GetPlayerByUserId(receiptInfo.PlayerId)
    if not player then
        return Enum.ProductPurchaseDecision.NotProcessedYet
    end

    if receiptInfo.ProductId == PRODUCT_ID then
        -- Persist to DataStore FIRST — if server crashes after this line, coins are safe
        local ok, err = pcall(function()
            coinStore:UpdateAsync(tostring(player.UserId), function(current)
                return (current or 0) + 100
            end)
        end)
        if not ok then
            warn("DataStore failed:", err)
            return Enum.ProductPurchaseDecision.NotProcessedYet -- Roblox will retry
        end
        -- Now safe to update in-memory value (leaderstats, etc.)
    end

    return Enum.ProductPurchaseDecision.PurchaseGranted
end

MarketplaceService.ProcessReceipt = processReceipt

-- Prompt purchase
local function promptProduct(player)
    MarketplaceService:PromptProductPurchase(player, PRODUCT_ID)
end
ProcessReceipt
核心规则:
  • 必须返回
    PurchaseGranted
    NotProcessedYet
    ——绝不能静默报错
  • 返回前务必先持久化至DataStore——服务器崩溃可能导致数据丢失
  • DataStore失败时返回
    NotProcessedYet
    ,以便Roblox重新处理订单
  • 单台服务器仅允许一个
    ProcessReceipt
    处理函数;需将所有产品ID逻辑整合其中
  • Roblox可能多次调用
    ProcessReceipt
    处理同一订单——若担心重复发放,可使用
    receiptInfo.PurchaseId
    作为去重标识

3. UGC / Avatar Items

3. UGC / 虚拟形象物品

Sell clothing, accessories, and bundles in the Roblox Marketplace.
在Roblox商城售卖服装、配饰和套装。

Requirements

前提条件

  • UGC Program access — apply at roblox.com/create/ugc
  • ID verification completed on your account
  • Roblox Studio or Blender for 3D mesh items
  • 获得UGC计划权限——前往roblox.com/create/ugc申请
  • 完成账号的身份验证
  • 使用Roblox Studio或Blender制作3D模型物品

Workflow

操作流程

  1. Design item (follow Roblox mesh/texture specs)
  2. Creator Hub → Avatar Items → Create → upload, set category, tags, price
  3. Submit for moderation (typically 1–3 business days)
  4. Item goes live and appears in Marketplace
  1. 设计物品(遵循Roblox模型/纹理规范
  2. 进入Creator Hub → 虚拟形象物品 → 创建 → 上传物品,设置分类、标签和价格
  3. 提交审核(通常需要1-3个工作日)
  4. 物品通过审核后上线,展示在商城中

Earning Rates

分成比例

Item TypeCreator Cut
Clothing (t-shirts, shirts, pants)70% of sale
UGC Accessories30% (40% with Premium subscription)
Limited UGC with resaleUp to 70%

物品类型创作者分成比例
服装(T恤、衬衫、裤子)销售额的70%
UGC配饰30%(订阅Premium后为40%)
可转售的限定UGC物品最高70%

4. Communicating Purchase State to the Client

4. 向客户端同步购买状态

After granting a product server-side, notify the client via a
RemoteEvent
so the UI can update (show a boost timer, unlock a button, etc.):
lua
-- Inside ProcessReceipt, after DataStore save succeeds
local NotifyClient = game:GetService("ReplicatedStorage").Remotes.PurchaseGranted
local player = Players:GetPlayerByUserId(receiptInfo.PlayerId)
if player then
    NotifyClient:FireClient(player, { productId = receiptInfo.ProductId })
end

在服务器端完成产品发放后,通过
RemoteEvent
通知客户端,以便更新UI(例如显示增益倒计时、解锁按钮等):
lua
-- Inside ProcessReceipt, after DataStore save succeeds
local NotifyClient = game:GetService("ReplicatedStorage").Remotes.PurchaseGranted
local player = Players:GetPlayerByUserId(receiptInfo.PlayerId)
if player then
    NotifyClient:FireClient(player, { productId = receiptInfo.ProductId })
end

5. Premium Payouts

5. Premium分成

Passive Robux from Roblox Premium subscribers spending time in your game. No setup required.
  • Roblox tracks Premium member engagement automatically
  • You receive a share of the Premium Payout Pool monthly, proportional to Premium playtime
  • View earnings: Creator Hub → Analytics → Monetization → Premium Payouts
Roblox Premium订阅用户在你的游戏中游玩时,你可获得被动Robux收益。无需进行任何配置。
  • Roblox会自动跟踪Premium会员的参与情况
  • 你每月会根据Premium会员的游戏时长,获得Premium分成池中的对应份额
  • 查看收益:进入Creator Hub → 分析 → 变现 → Premium分成

Maximize Premium Payouts

提升Premium分成收益的技巧

  • Build longer session loops (progression, story, replayability)
  • Add Premium-exclusive cosmetics or bonuses to attract Premium players

  • 打造更长的游戏循环(进度系统、剧情、可重玩性)
  • 添加Premium专属的外观或奖励,吸引Premium玩家

DevEx: Robux → Real Money

DevEx:Robux 兑换真实货币

Eligibility requirements:
  • 30,000+ Robux earned (purchased Robux do not count)
  • Age 13 or older
  • Verified email address on your Roblox account
  • No active account violations
  • Roblox Premium subscription
Steps:
  1. Creator Hub → DevEx (Developer Exchange)
  2. Submit exchange request
  3. Roblox reviews request (typically 1–2 weeks)
  4. Paid via Tipalti at approximately $0.0035 per Robux (~$122 per 35,000 Robux)
Tipalti: You must create and verify a Tipalti account separately before your first payout. Set this up early to avoid delays.

资格要求:
  • 赚取的Robux达到30,000以上(购买的Robux不计入)
  • 年龄满13周岁
  • Roblox账号已验证邮箱
  • 账号无违规记录
  • 订阅Roblox Premium
操作步骤:
  1. 进入Creator Hub → DevEx(开发者兑换)
  2. 提交兑换申请
  3. Roblox审核申请(通常需要1-2周)
  4. 通过Tipalti支付,汇率约为每Robux 0.0035美元(约35,000 Robux兑换122美元)
Tipalti说明: 首次提现前,你必须单独创建并验证Tipalti账户。请提前完成设置,避免延误。

Common Mistakes

常见错误及解决方法

MistakeFix
Ownership check in LocalScriptMove to server Script — client checks can be exploited
ProcessReceipt
throws an error
Wrap logic in
pcall
; always return a decision enum
Not saving purchase to DataStorePlayer loses item on crash — persist before returning
PurchaseGranted
Multiple
ProcessReceipt
handlers
Only one allowed per server — combine all product logic in one function
Double-granting on receipt retryUse
receiptInfo.PurchaseId
as a DataStore key to detect already-processed receipts
Selling UGC without program accessApply to UGC program first; uploads will be rejected otherwise
Price below platform minimumMinimum is 1 Robux for most item types
DevEx blocked despite enough RobuxCheck all eligibility: age 13+, verified email, no violations, Premium subscription, earned (not purchased) Robux
常见错误解决方法
在LocalScript中进行所有权验证移至服务器端Script中执行——客户端验证可能被利用
ProcessReceipt
抛出错误
pcall
包裹逻辑;务必返回决策枚举值
未将购买记录保存至DataStore服务器崩溃时玩家会丢失物品——返回
PurchaseGranted
前务必先持久化数据
多个
ProcessReceipt
处理函数
单台服务器仅允许一个处理函数——将所有产品逻辑整合到一个函数中
receipt重试时重复发放物品使用
receiptInfo.PurchaseId
作为DataStore键,检测已处理的receipt
未获得UGC计划权限就售卖UGC物品先申请加入UGC计划;否则上传会被拒绝
价格低于平台最低要求大多数物品类型的最低价格为1 Robux
Robux足够但无法使用DevEx检查所有资格要求:年满13周岁、验证邮箱、无违规记录、订阅Premium、Robux为赚取所得(非购买)