title | description | comments |
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Roblox for Unity Developers |
If you're an experienced Unity developer, use this page to get oriented with Roblox. |
This document could use more information (and some links) around replication, remote events, and cloud services. |
import ScriptTypes from './includes/engine-comparisons/script-types.md' import CodeSample from './includes/engine-comparisons/fishing-pole-code-sample.md' import ScriptLocations from './includes/engine-comparisons/script-locations.md' import Transforms from './includes/engine-comparisons/transforms.md'
This page includes information to help experienced Unity developers get started with Roblox: basic orientation, a conceptual comparison, and key differences between the two platforms.
Unity's Hierarchy window and Roblox Studio's Explorer are the primary windows for organizing elements in 3D scenes:
- Both allow you to manage and organize objects (for example, characters and environmental assets).
- Both use a tree structure for the parent-child relationships between objects.
However, the Hierarchy window has no predefined structure, whereas the Explorer window has a strict structure. It might help to think of the Explorer window as a combination of Unity's Hierarchy and Project windows, with the Workspace folder as the most recognizable element.
Similarly, the Roblox Studio Asset Manager and Toolbox overlap with the Unity Project window. The Asset Manager lets you manage all assets within your experience, whereas the Toolbox lets you access any assets you've published. The Toolbox also lets you search the Creator Store for assets from Roblox or the community, similar to the Unity Asset Store.
Roblox is a "simulation engine" rather than a traditional game engine. Unity GameObjects
and Roblox Class.Part|Parts
both serve as the fundamental building blocks for creating objects in a 3D environment, but in practice, the two are quite different:
- Representation:
GameObjects
in Unity are a higher-level concept for any object in a scene, whereasParts
in Roblox are designed to represent physical objects like wooden blocks and plastic spheres, rather than abstract geometry like primitive objects in Unity. - Physics: To perform physics simulations in Unity, you attach components like
Rigidbody
andCollider
to aGameObject
. In Roblox, physics are built into theParts
data type; the engine handles interactions automatically.
You can see the difference immediately if you create a GameObject
and a Part
. The GameObject
has nothing more than a position, rotation, and scale. The Part
has that same information—plus a material and color, values for reflectance and transparency, mass and shape, and much more. Turning a Part
into something more akin to an empty GameObject
means removing a lot of built-in properties. Conversely, you can make a GameObject
that looks a lot like a Part
by adding MeshFilter
, MeshRenderer
, Collider
, and Rigidbody
components to it.
From a scripting perspective, GameObject
is most similar to the Roblox Class.Instance
, the base class for all other Roblox classes, but because you don't (and can't) create objects of type Instance
, the comparison isn't especially practical.
Another comparison is the Unity GameObject
to the Roblox Class.Model
. Models act as a container for a collection of interconnected parts in the same way that you might establish a parent-child relationship between many GameObjects
in Unity. You specify one of the model's parts as its primary part to define the pivot point. Models also hold scripts, animations, sound effects, prompts, constraints, particle emitters, and more.
For example, a Unity GameObject
might have components for ParticleSystem
, Physics3D
, SpringConstraint
, and a script. In the Hierarchy window, you see a single GameObject
named SpringyFireball
. The Inspector window shows the collection of components and properties.
In Roblox, a comparable SpringyFireball
model in the Explorer window might look something like this:
Model
|- ParticleEmitter
|- MeshPart
|- SpringConstraint
|- ClickDetector
| |- Script
Roblox's physics-by-default philosophy extends to the process of building 3D models. In Roblox, welding multiple parts together into an assembly is an excellent way to quickly build things, because Roblox treats the welded parts as a single rigid body. This approach isn't available in Unity.
Rather than using standard metric units for length and mass, Roblox uses notional units called studs and Roblox Mass Units (RMUs). For approximate metric conversions and recommendations around use, see Units.
Roblox experiences are multiplayer by default, so Roblox Studio includes many different storage locations with specific behaviors. For example, a script might run when you put it in Class.ReplicatedStorage
, but not when you put it into Class.StarterPlayerScripts
. For more information, see Client-Server Runtime and Object Organization.
Unity doesn't have the concept of different script types. If you choose to make a multiplayer game, Unity uses its networking libraries to indicate when a GameObject
(and its scripts) should be exclusive to the server.
In Unity, much of the engine's functionality is available through the methods of MonoBehaviour
. For example, to run code before the render loop, you add code to the Update()
method. To handle physics collision events, you add code to the OnCollideEnter()
method.
Roblox scripts are more event-driven. You access similar functionality by subscribing to services and listening for updates.
For scripting, Unity uses C#. Roblox uses Luau, a scripting language derived from Lua 5.1.
Compared to C#, Luau is gradually typed and generally has a less verbose syntax. In larger projects, however, gradual typing can introduce categories of bugs that strongly typed languages like C# avoid, so consider enabling strict type checking in Roblox scripts.
For basic syntax differences between the scripting languages, see Luau and C# Comparison.
The Roblox script can be relatively concise because Roblox has many built-in assumptions: a Class.Player
with a Class.Humanoid
character connected to the server and can equip Class.Tool|Tools
. These assumptions don't exist in Unity, so the implementation would be very different.
Unity and Roblox both support importing custom meshes and models in .fbx
format. Certain types of assets may require specific configurations and export settings from your third-party modeling software. For more information, see the following pages:
In Unity, objects import into your Assets
directory, visible in the Project window. In Roblox, assets import into your Workspace and into the Toolbox or Inventory section of the Asset Manager.
Roblox also offers an open-source Blender plugin to streamline the import process.
In Unity, you collaborate with standard version control systems or paid services like Unity Version Control.
Roblox files live in the cloud (although you can export copies), so Roblox Studio provides built-in collaboration workflows for simultaneous editing, group management, permissions, script drafting, and more. See Collaboration.
Cloud syncing provides further benefits with [packages](projects/assets/packages.md), the Roblox equivalent of Unity prefabs. Converting an asset or asset hierarchy to a package helps with local reusability, but also with collaboration. When you or your collaborators publish a new version of a package, you can quickly update existing instances of that package within an experience or set them to auto-update.Similar to Unity tools, Roblox Studio supports plugins, which can simplify or give you additional control over various aspects of the development process. Plugins are available in the Creator Store, just like assets, many for free.
Unity | Roblox | Notes |
---|---|---|
Scene | Place | |
GameObject | Class.Part or Class.Model |
See Philosophical Differences. |
Prefab | Package | |
Transform | Datatype.CFrame |
CFrame doesn't include scale information. See Transforms. |
Hierarchy window | Explorer window | |
Inspector | Properties window | |
Scene view | Viewport | |
Game view | Viewport | The Viewport transitions into a gameplay view when you test your experience. |
Project window | Asset Manager or Toolbox | |
Terrain Inspector | Terrain Editor | |
Spawn point | Class.SpawnLocation |
|
Console | Output | |
Asset Store | Creator Store | |
Overlays | Menu bar | |
Tool | Plugin |