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How Your Place Syncs

After this page you will know what Revix has a copy of, how out of date that copy can get, and how to make it look again right now.

The two things that get sent

While the plugin is connected it keeps two things up to date on the Revix side.

WhatDetail
Script textThe source of every Script, LocalScript and ModuleScript in the place
A list of what existsPath and class name only — Workspace/Tower/Base is a Part. Up to 5,000 entries

That is it. No property values, no place file, no meshes or textures or audio, and no Studio settings. Nothing is sent while you are disconnected, and disconnecting deletes the copy that was there.

The list of what exists is what powers @ mentions in the composer, and it only covers a fixed set of services — see What Revix Can See.

When it syncs

  • On connect, straight away
  • Every 2 seconds for the first few rounds after connecting, so a fresh session catches up fast
  • Every 30 seconds after that
  • Immediately after Revix changes something, so its next step sees its own work
  • A full re-read every 2 minutes, whether or not anything looks changed

Between those, it only uploads when it notices a difference. If nothing changed, nothing is sent.

How fresh the copy really is

Honest answer: usually a few seconds behind, occasionally up to two minutes.

The check for "did anything change" is a quick one — how many scripts there are, how long a sample of them are, and how many instances the place holds. It is not a full comparison of your code. So an edit that leaves all of those the same can slip past it. The classic case is swapping one word for another word of the same length, or changing a number in place.

When that happens the change lands at the next full re-read, within two minutes.

Anything Revix builds itself is never stale — it waits for Studio to confirm each change before moving on.

Making it look again, now

There is no resync button in the plugin window. You have three options, best first.

1. Point Revix straight at the file. Naming a specific script makes Revix open it in Studio there and then, rather than trusting the copy. Use an @ mention, or just give the path:

text
@ServerScriptService.ShopHandler read this and tell me what the buy function does
text
Open ServerScriptService/ShopHandler and check the price check at the top — I just edited it by hand

2. Wait. Two minutes at the outside, and the copy is rebuilt from scratch.

3. Disconnect and connect. Press Disconnect then Connect in the plugin window. That throws the whole copy away and rebuilds it. Do not do this mid-build — it stops the run.

The `@` menu is one step behind

The @ menu is built from the list of what exists, so a part or folder you created by hand a second ago may not appear yet. Two ways round it:

  • Wait for the next sync and reopen the menu
  • Type the full path in your message instead — Revix resolves paths whether or not they are in the menu

Big places

If your place has thousands of scripts, a code search looks at a prioritised slice of about 500 files first — the folders real game code actually lives in — and tells you when there is more it did not reach. When you see that, narrow it down:

text
Search only in ServerScriptService/Systems for anything that touches PlayerData

Giving a folder is faster, cheaper and more accurate than asking it to search everything.

What sync does not give Revix

  • Property values. The list carries class names only. Revix reads a size, colour or position by asking Studio for it when it needs it.
  • Anything inside ServerStorage as an editable thing. Script text from there is included in search, but Revix cannot read, create, edit or delete instances in ServerStorage at all.
  • Anything that only exists while the game runs. Players, PlayerGui and the camera do not exist in edit mode, so they are never in the copy.
  • Your screen. Revix checks its work by measuring and re-reading, never by looking.

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