How to make your own gear in roblox

10 min

Game passes allow Roblox developers to create special passes that can only be bought once per player using Robux. They can be used to give players special access to a restricted area, an in-game avatar item, or a permanent power-up. Since players only need to purchase a game pass once, they’ll always have this special effect, even after leaving and rejoining a game.

Create a new Game Pass

Making a new game pass is done through the Roblox website. There, you can create a game pass and give it details like a description and change its cost in Robux. After creating a game pass online, you’ll then need to add a script that lets players buy the pass and activate it’s effect.

  1. If you haven’t published your game to Roblox, publish it now. For information on publishing your game, click here.

  2. Go to the Roblox website and click Create.

  1. In My Creations > Games > find your published game.
  2. In the settings drop-down menu on the right-hand side, select Create Game Pass.
  1. Your game pass needs an icon that is shown to players. To download a premade icon to test with, right click on the image below and save it to your desktop.

To create your own icon, you’ll need to change a template icon. Game passes require an image of exactly 150×150 pixels.

  1. Save the following template to your computer by right-clicking the image and selecting Save Image As….
  1. In an image editor or drawing application, fill in the blank circular area with your artwork.
  2. Save your customized game pass image with a new file name.

As you work, keep in mind the following:

  • The black corners will be invisible in the final image, so be careful not to draw over them.
  • Don’t resize the template — uploaded game pass images must be exactly 150×150 pixels.


  1. Click Choose File to upload your icon.
  1. Give your game pass a name and description.

A description should let the player know exactly what they’re getting so they feel their purchase was fair.

Not specific enough: Gives you something cool!
Specific: Leaves a red trail wherever your spoon goes!


  1. Press Preview to double-check your work and then click Verify Upload.

You might not see your icon right-away. Anything uploaded to Roblox, like icons, needs to be approved by the moderation team. This helps keep users safe from harmful content.


Game passes can be bought using Robux, Roblox’s virtual currency.

  1. To the right of your game pass, click the gear and select Configure.
  1. Click the toggle next to Item for Sale to allow players to see the game pass in your game’s store.
  1. Change the price. For example, 50 is a reasonable price that users might pay.

Now that you created your game pass, you’ll need to connect it using a script in Roblox Studio.

Too high a price means fewer players will buy it.

To come up with a good price for your game pass, try:

  • Asking a friend who plays Roblox how much they would pay.
  • Playing other Roblox games and looking at the prices they charge for similar game passes.
  • Thinking about how much impact it has on the game. A game pass that gives a simple special effect should be worth less than a game pass that gives players access to a brand new area in the game.


While Roblox offers many tools for free, like Roblox Studio and hosting your games online, it does charge a Marketplace Fee for any purchases players make in your game. The money earned through this fee helps Roblox continue to provide new features and keep online servers for your games running.


Tools are a special instance used to implement weapons, wands, and other interactive tools. In this tutorial, you’ll learn how to create tools, where to put them in the game hierarchy, and how to write a basic tool script.

Creating a Tool

All tools begin as an empty container which holds all of the instances that make up the tool, including parts, sound effects, and the scripts which provide functionality.

Creating the Tool Container

To create a new tool container:

  1. In the Explorer window, hover over Workspace and click the

    button.

  2. Under the Interaction section, select Tool.

Inserting Parts or Meshes

Any parts or meshes added to the tool will be the model that players see. You can create swords, rocket launchers, magic wands, or almost any tool you’d like!

Just like other models, tools can be made out of multiple parts. Since players will carry tools around (or swing them wildly like a sword!), the tool’s parts should be welded together using Weld constraints.

Confirm All Parts Are Non-Anchored

When constructing tools, make sure tool parts are not anchored. If any part of the tool is anchored, players will get stuck in place when equipping it.

It's possible to make a tool without parts or meshes! In this case, the tool simply becomes an inventory item that waits for player input, like a magic spell that can be cast by clicking another character or touching the screen. To make a tool that does not use a mesh or parts, look in the tool properties and un-check RequiresHandle.

Tools that players carry must contain a single part named Handle. The handle is where the tool will attach to the player’s hand.

For example the magic wand below is actually split into three parts: the glowing tip, the main body, and the red handle. When a player equips the wand, they’ll hold it at whichever part is named Handle.

Troubleshooting Handles

  • Only one part should be named Handle. If you have multiple parts called Handle, the tool will randomly pick one of them as the hand attachment point.
  • The Handle part must be a direct child of the tool container — it cannot be nested inside a model or folder within the container.

If your tool is dragging on the ground or facing backwards, you can fix it by changing the tool’s grip properties.

Every tool is different, so you’ll need to experiment with changing the values next to the GripForward, GripRight, and GripUp properties until the tool looks correct.

Tool dragging on ground

Tool facing backwards

Tool oriented correctly

Tools can also be offset from the character’s hand with the GripPos property. This can be useful when making a tool that should appear to rest on the player’s shoulder.

Default offset (0,0,0)

Tool offset to shoulder

Customizing the Tool Icon

Tools that a player owns are stored in their Backpack. On screen, this is represented by an action bar which shows each tool in the backpack.

Use the following properties to customize the tool’s appearance in the action bar:

  • TextureID — The tool icon. Set the image ID for this property the same way as decals, image buttons, etc.
  • ToolTip — The on-hover tooltip name.

Can/Can’t be Dropped

By default, a player can drop a tool by pressing the Backspace key (delete on macOS). You can disable this option by setting the CanBeDropped property of the tool to false. If CanBeDropped is false, pressing Backspace or delete will return the tool to the player’s backpack.

Adding Tools to a Game

Once your tool is set up, it should be placed in the proper area of your game’s object hierarchy.

Default Starting Tool

If you want all players to start out with a tool in their inventory, put it inside the StarterPack folder. When any player spawns, the tool will get copied to their backpack.

Collectible Tool

A tool can be placed in the workspace if players will be able to collect it as they explore. For example, you might place a super rocket launcher in a hard-to-reach area of your game world.

Earned/Purchased Tool

Some tools should be awarded when a player does something special, or offered for sale in an in-game store. These should be put inside ServerStorage and then cloned to the player’s backpack at the proper time.

Bringing Tools to Life

To make tools do interesting things in the game world, you’ll need to add scripts.

Tool-Specific Events

There are four tool-specific conditions you can work with in a tool scrip. These indicate the state of the tool and the player’s input with it.

Tool/Equipped|Equipped Occurs when the player selects the tool from their backpack.
Tool/Unequipped|Unequipped Occurs when the player drops the tool or switches tools.
Tool/Activated|Activated Occurs when the player starts activating the tool (clicks, taps, or presses A on a gamepad).
Tool/Deactivated|Deactivated Occurs when the player stops the activation input (releases the button or touch).

Although you might not need all four conditions when designing a tool, this code can be used as a basic tool script template:

This code assumes that the script is a first-level child inside the tool container. If the script is elsewhere, adjust the path on line 1 (the value of tool) to point to the core tool container.

Here’s how to add a simple server script (Script) to a tool. When equipped, the player will be able to click the screen to change night to day and vice-versa.

  1. In the Explorer window, hover over the tool container, click the
    and insert a Script.
  1. Copy the following code and paste it into your script.
local tool = script.Parent local function onActivate() if game.Lighting.ClockTime >= 8 and game.Lighting.ClockTime < 16 then game.Lighting.ClockTime = 20 else game.Lighting.ClockTime = 8 end end tool.Activated:Connect(onActivate)
  1. Playtest your game, pick up the tool, and then click anywhere in the game world. The time of day should change from night to day and vice-versa with each click!

Script vs. LocalScript

The above example uses just a server script (Script), but most tools will require both a server script and a local script (LocalScript) where each takes care of certain aspects of the tool’s behavior.

Remember these core differences between each script type:

  • Script — Manages changes within the overall game world, visible to all players, like unlocking a door, shooting an arrow, etc.
  • LocalScript — Manages things that happen only on the player’s computer/device, like detecting exactly where the screen is touched or clicked.

Here are some example tools and the aspects which would be managed by either a local script or a server script:

Tool Local Script Server Script
Creator's Wand Detects where the player touches or clicks on the screen. Creates a new part at the location within the game world where the player touched or clicked.
Invisibility Cloak Temporarily makes the player invisible to all other players, while the cloak is equipped.
Mega-Bow Detects how long the player activates the tool (time between activation and deactivation). Shoots a magical arrow with greater or lesser power, depending on the detected activation time.

A tool might work perfectly in Studio, but not in a live Roblox game. If this occurs, remember these tips:

  • Local scripts and server scripts are separated by a “wall” so they can't directly listen to each other. Because of this, you'll need to send a RemoteEvent over the wall to send messages between the two scripts.
  • Make sure that each script (Script or LocalScript) is taking care of exactly what it's supposed to! Review the notes and examples above for clarification.
For help on this topic, please see Remote Functions and Events.

You should now be familiar with designing tools, adding them to your game, and writing scripts to give them awesome powers!

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