Setup
Install, replace the gamepass ids, drop in models, and hatch your first pet.
Install with the standard four steps in
Installing a system: drag uxrPetSystem into
ServerScriptService and press Play once.
The bootstrap creates a uxrPetSystemWorkspace folder in Workspace with a Spawned
folder inside it, and copies your models where the client and server can reach them.
1. Replace the gamepass ids
Config/Monetization.luau and Config/Settings.luau ship with real gamepass ids that
belong to somebody else.
| File | Ids |
|---|---|
Config/Monetization.luau | Open3x, Open8x, AutoOpen, FastOpen, Luck1, Luck2, Luck3 |
Config/Settings.luau | The two entries in Passes |
Config/Eggs.luau | Pet2.devProductId |
A player who owns the original creator's pass gets its benefit in your game, and a player who buys one from your prompt has paid somebody else.
Replace every id with your own, or set it to 0 to disable that feature. Do this before you
publish, not after.
2. Drop in your models
| Folder | Contains |
|---|---|
Storage/Pets | One Model per pet, named to match the key in Config/Pets.luau |
Storage/Eggs | One Model per egg, named to match each egg's modelName |
Storage/Breakables/<Type> | The damage stages, named <Type>1 upward |
Pet models are cloned into ReplicatedStorage as well, so the client can show them in the
inventory previews.
3. Press Play
You start with 100,000 Coins and 500 Gems, which is deliberate: it is enough to test every egg without editing anything.
The currency boxes appear in the corner, and the pet panel opens from the UI.
4. Make an egg platform
A Model in the world with:
| Part | |
|---|---|
The tag EggPlatform | On the model |
A EggId string attribute | Matching a key in Config/Eggs.luau, such as Pet1 |
A part named ProximityPart | Where the prompt appears. Falls back to the model's first part |
A ProximityPrompt named OpenPrompt is created for you, reading Hatch and the egg's
name.
Optional extras get the price stamped onto them automatically:
| Instance | |
|---|---|
InfoPart.InfoText | An icon and a price label |
Plate.Plane.PriceGui | The same, on the platform surface |
5. Hatch
Walk up and press the prompt. The egg shakes, pops, and a pet appears with its rarity colour behind it.
If a free equip slot exists it equips itself and starts following you, because AutoEquip
ships on.
6. Make a coin zone
| Instance | |
|---|---|
Workspace/uxrPetSystemWorkspace/Zones/Zone1/Zone | A flat BasePart covering the area |
Storage/Breakables/Coins/Coins1, Coins2, Coins3 | The damage stages |
Eight coin piles spread themselves across the zone. Click one and your pets run over and start smashing it.
The highest-numbered stage is the healthy look, and the model swaps down as the health drops.
7. Adjust the economy
The shipped numbers are a demo, not a balance:
| Setting | Ships as | Reality |
|---|---|---|
Currency.Start | 100000 | Far too generous for a live game |
Gems.Start | 500 | Same |
Pet4 price | 1 Coin | A guaranteed Huge for one coin |
Coins reward | 1200 per pile, 4-second respawn | Very fast |
Set these to whatever your progression actually needs before launch.
8. Turn Debug off
Settings.Debug ships as true. Set it to false before release.
9. Publish
Pets save to a DataStore. StudioMode = "auto" gives every Studio session a clean slate,
so persistence is something you check in the published game.
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