Finding Things in a Big Place
After this page you can drop Revix into a game with hundreds of scripts and thousands of parts and have it looking at the right thing inside one message.
Plan: every plan, including Free. Cost: no separate charge - looking around happens inside a normal chat message, and you need at least 0.1 credits to send one. Needs: Roblox Studio open and connected. Your scripts are sent up automatically while it is connected, so there is nothing for you to upload.
Start by orienting it
You do not need to explain your game before you ask for something. But on a big place, one orienting message first usually saves two wasted ones later.
what's in my game? give me the top level of Workspace and ServerScriptServiceYou get back a list of what is in those containers, with each item's name, type and full path. It reads a couple of levels deep by default - say "go deeper" or "three levels down" if you need more. On an enormous tree it stops early and tells you it truncated, which is your signal to ask about one branch instead of the whole thing.
Finding a script by name, or by what it does
Both work, and the second one is the more useful habit.
find the script that handles the shopwhich script prints "wave started"?search my scripts for DataStoreService and show me where it's usedYou can ask it to search for a phrase across every script in your place at once. You can also narrow the search to one folder, which is faster and much more accurate:
search only inside ServerScriptService for anything that touches leaderstatsOn a very large place it searches the folders where real game code normally lives first, and tells you when it has only looked at part of the game. When you see that, give it a path and ask again.
Once it has found the file it does not have to read the whole thing. It can pull out a single named function, or an outline of every function in the file with line numbers, which is why asking about one function in a 2000-line script is cheap.
Pointing at something exactly
The sharpest tool you have is the @ key.
Type @ in the message box and a browser of your whole game tree opens - every object, not only scripts. Expand folders, pick the thing you mean, and it drops into your message as an exact path. There is also a row for using a whole folder.
@ServerScriptService.SpawnWave make the waves get harder every roundThat message needs no searching at all. It is the difference between a build that starts immediately and one that spends its first few steps hunting.
Asking what is wrong with something
Three different questions, three different answers.
- Is this built correctly?
is anything broken with the castle in Workspace.Castle?It scans for parts with no real size, gaps between things that should touch, large overlaps, scenery left unanchored, and objects flung to absurd coordinates, and grades each one by how serious it is.
- Does this line up?
how big is the tower, and do the tower and the wall actually meet?You get real measurements: overall size, centre, and for two objects the distance, the gap or overlap on each axis, and whether they touch at all.
- Why is this behaving badly? That is a bug report, and it belongs in Playtesting - the short version is to paste the exact error text from the Output window.
Narrowing its attention
Five habits that make a big place feel small.
- Name a path. "The shop" is ambiguous;
Workspace.Village.ShopStandis not. - Use `@` rather than describing the location in words.
- Say which side it runs on. "The server script that grants coins" narrows the field immediately, because server code, per-player client code and shared modules live in different places.
- One area per message. A request that touches the shop, the leaderboard and the spawn gets a broad, shallow answer.
- Use the chat's memory. Each chat has a Chat Memory you can view, edit and clear. Put the standing facts about your game in there - where your systems live, what your currency is called - and Revix reads it at the start of the chat rather than rediscovering it every time.
The Game Map is a good way to get the lay of the land before you write any of this.
What it genuinely cannot see
- Anything that only exists while the game is running. Players, their screens, their characters. From edit mode those do not exist, and Revix will say so rather than pretend.
- Your viewport. It never sees a screenshot of Studio. It checks its own work by measuring and by reading code back, not by looking. You can attach a screenshot yourself if you want it to work to a reference.
- Anything inside ServerStorage. It cannot read or change objects there. Ask it to work somewhere else, and move things in yourself afterwards if that is where they belong.