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Glossary

The plugin editor used inside Roblox Studio. See Editor Tour.

A feature that exists and can be used, but needs extra play testing because its behavior depends on runtime, Roblox services, or extension behavior that may still evolve. See Beta Limitations.

A runtime resource such as a background, cover image, sprite image, audio track, SFX, portrait, menu background, or menu music. See Assets & Importing.

A high-level story section that owns an ordered list of scenes. See Project Structure.

A speaker definition used by dialog. Characters can have a normal name, a name from a Text variable, a default portrait, and a default scroll sound. See Project Structure.

Runtime save state that records where the player is and enough session data to resume the story. See Runtime Overview.

One selectable row inside a Choice node. It has player-facing text, a stable option ID, a target node, and optional availability rules.

Trusted project code that plugs into a supported runtime extension point without editing the core runtime. See Extensions.

A single story action inside a scene. See Node Reference.

The panel used to edit the selected story, chapter, scene, node, asset, character, or variable. See Properties Panel.

The installed playable system that runs inside your Roblox experience. See Runtime Overview.

A playable story segment that owns nodes and has a start node. See Project Structure.

A named stage placement such as left, center, or right. Sprite nodes use slots to place, update, and exit sprites consistently. See Visual Styling.

The graph panel that shows project, chapter, or scene flow depending on the selected scope. See Story Map.

Stored story state used by conditions, text, choices, and personalization. See Variables & Text.

An authoring signal that a required field or dependency is missing. See Properties Panel and Preview & Output.