Reading What It Built
After this page you will be able to read the summary at the end of a build, check the work yourself in Studio, and ask for a change without losing what you already have.
The summary card
Every finished build ends the same way, in the same order. The layout is fixed, so you always know where to look:
- A heading — a few words naming the thing that now exists.
- One sentence on what you have.
- What it does — two to five short bullets, one idea each.
- Where to find it — the exact locations in your game, written as copyable paths.
- Try it — what happens when you press Play, and what to click.
- Heads up — a callout for anything left as a placeholder or anything Revix could not confirm.
Read "Heads up" first. It is deliberately separated from the rest so a caveat can never be mistaken for a claim. If Revix could not fully check something, it says so there, in plain words.
The summary is a receipt, not proof that anything runs. Nothing in it was executed — the real check is in Studio.
Checking it yourself
- Open the Explorer in Studio and expand the paths listed under "Where to find it". Everything named should be there, spelled the same.
- Find the script. A screen with no script behind it is a picture, not a working UI — Revix builds both, so both should be present.
- Press Play. Anything that only happens for a player — buttons, input, camera, movement, respawn — can only be proven this way. Revix cannot press Play for you.
- Read the Output window while it runs. If something throws, paste the error back into the chat, or just say
check the outputand Revix will read it for you.
Anything that only runs for a player is checked by reading it back, not by running it. That is a real limit of working in edit mode, and Revix will tell you which parts it could not verify rather than pretending otherwise.
When Revix says it could not verify something
Before the summary reaches you, the build is checked over — empty scripts, buttons nothing is listening to, references to things that do not exist, elements with no size, screens with no script behind them. Revix has to fix whatever that check finds.
If something still cannot be confirmed after that, it is appended to the summary starting with "I could not fully verify this". That is not filler. It is the list of things to look at first when you press Play.
Asking for a change without starting over
Reply in the same chat. Revix is built to change the minimum — fix the one wrong thing in place rather than delete and rebuild — so the more precisely you name the target, the less it touches.
Good follow-ups:
Make the Play button bigger and move it above the Shop button.The shop panel opens behind the HUD. Put it on top.@StarterGui/MainMenu use a darker blue for the panel background, keep everything else.Things to avoid:
- "Redo it" or "start over" — that is asking for a rebuild, and you will lose adjustments you liked.
- Bundling five unrelated changes into one message. Send them as two or three, and each lands cleaner.
- Describing the fix in code terms when you only care about the result. Say what is wrong and what you want instead.
Undoing instead of adjusting
If a run went the wrong direction entirely, do not talk it back — undo it:
Ctrl+Zin Studio walks back through the build, one change at a time.- Or ask: "undo that", "revert the last change".
- Above any of your messages whose answer touched Studio there is a Restore Checkpoint divider.
Bear in mind a batched operation — dozens of parts placed in one go — is one undo step, so a single Ctrl+Z can remove a lot. See Undo and Safety.