Roblox glossary for programmers
Use these short definitions as a map back to the hands-on lessons. They are learning definitions, not a replacement for each API's full contract.
World and editor
Studio: the development editor. Player application: the application that runs published games. See Mac setup.
Game or experience: the overall Roblox project players join. Official UI and older documentation use both terms. An experience can contain multiple places, each with its own world and scripts. A local .rbxl file represents a place. See publishing.
Data model: the hierarchy of engine objects that describes a place. Instance: the common base for engine objects. Class: the kind of object, such as Part or SpawnLocation. Name: a mutable label, not the object's class. See data model.
Property: an engine-defined setting or value, such as Anchored. Attribute: named custom data stored on an instance, such as a checkpoint's Index. Service: an engine subsystem retrieved with game:GetService, such as Players.
Part: a primitive physical shape. BasePart: the base class of physical-part types. Model: a grouping of related scene objects. Folder: organizational grouping without inherent gameplay. Stud: Roblox's world-distance unit.
Vector3: a three-component vector, often used for position, size or direction. CFrame: a position-and-orientation transform. Position alone does not describe rotation.
Anchored: the part will not move under ordinary physics. CanCollide: the part blocks physical motion. CanTouch: controls touch-event behavior. These flags have different jobs; visibility is another property again.
Code and state
Luau: Roblox's scripting language derived from Lua, with additional language and type features. Table: Luau's main collection structure, used for sequences and records. nil: absence of a value. Yield: suspend the current task while other work may proceed. See Luau.
Script: configurable script object; this manual uses ordinary server Scripts in ServerScriptService. LocalScript: client script used in supported client locations. ModuleScript: reusable code loaded with require; it executes in the environment that requires it. See modules.
Event: notification that something occurred. Connection: callback registration returned by Connect. Debounce: a guard against repeated handling; its key and lifetime must match the desired behavior. Cooldown: an explicit time interval between accepted actions. See events.
Player: the connected user object. Character: the avatar model that may be replaced after death. Humanoid: the character controller with properties such as Health. HumanoidRootPart: a central physical part used by the character. See checkpoints.
leaderstats: specially named folder used by the built-in leaderboard. IntValue: an instance containing an integer value. This course's Coins value is server-owned session state, not money. See collectibles.
Networking and UI
Server: the runtime that owns shared game rules and state. Client: one player's runtime, input and presentation. Replication: synchronization of relevant state between them. Authority: the system allowed to decide whether a state change is valid. See client/server.
RemoteEvent: asynchronous messages across the client/server boundary. RemoteFunction: request/response interaction that yields while awaiting a return. Neither automatically validates your business rules. See remotes.
ReplicatedStorage: shared visibility for server and clients, suitable for remotes and public shared definitions. It is not a place for secrets. ServerStorage: server-only non-script storage. ServerScriptService: server-side script container.
StarterGui/StarterPlayerScripts: edit-time templates for client objects. PlayerGui/PlayerScripts: runtime per-player containers. ScreenGui: UI container. HUD: heads-up display showing gameplay information. See UI.
Input action: gameplay intent such as sprint or interact. Binding: keyboard, touch or gamepad input mapped to that action. Do not assume a device has only one input type. See controls.
Testing and delivery
Greybox: a playable layout made from simple geometry. Obby: obstacle course. Game loop: recurring sequence of player action, feedback and goal. Round state machine: explicit phases such as waiting, playing and results. See obby and co-op.
Playtest: running a build to observe behavior. Device simulation: editor approximation of another screen/input. Latency: delay across a network. Regression: previously working behavior that breaks after a change. See testing.
DataStore: persistent server-accessed key/value storage. Session state: temporary state in one running server. UpdateAsync: transforms a key's current value with concurrency-aware retries. Idempotent operation: repeating it does not add another effect. See saving.
Publish: upload a place/version to Roblox. Audience: who may access the game. Playtest permission: access role distinct from Edit; current audience eligibility still matters. Private server: a server-access feature, not the same thing as a Private game audience. See publishing.
Sources
Verified 2026-10-03. Definitions are synthesized for this course using engine API reference, Luau, script locations, client-server runtime, and publishing. Consult each linked lesson for more specific sources.