How Sync Works

Sync is how Revix sees your place. The plugin packages up your scripts and instance hierarchy, sends it to revix.tech, and then the AI has accurate context for whatever you ask next.

What gets synced

Every sync includes:

  • The full instance hierarchy of the services Revix is allowed to read
  • The source code of every Script, LocalScript, and ModuleScript inside those services
  • Properties that the AI needs to reason about each instance

For the exact list of services covered, see Services synced by the plugin.

Sync timing

EventInterval
Standard incremental syncEvery 10 seconds
Force resync (safety net)Every 30 seconds
Heartbeat to serverEvery 10 seconds
Command poll (active)0.2 seconds
Command poll (idle)0.5 seconds, slowing to 1.0 seconds after extended idle
Command poll (rate-limited)3.0 second backoff

The plugin keeps a hash of what it sent last time and only re-sends pieces that changed. The 30-second force resync exists so a missed change can never persist for more than half a minute.

Sync after AI changes

When the AI applies a change in Studio — editing a script, creating an instance, changing a property — the plugin runs an immediate resync as soon as the command finishes. This way the AI sees the fresh state on the very next message and does not act on a stale view of the place.

Chunked uploads

Roblox enforces strict limits on outbound HTTP request size. Large places can have many megabytes of script content. To stay inside those limits, the plugin splits each sync into 300 KB chunks and uploads them sequentially. You will not see this — it is automatic — but it is why very large projects still sync reliably.

Studio must be open

The plugin can only sync while Studio is open and the place is loaded. Closing Studio stops sync entirely. Revix has no other way to see your project, so anything you ask the AI while Studio is closed will be answered without place context.

Next steps

Troubleshooting

If sync feels stuck or the AI seems to be working off old code, see Troubleshooting.