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Services Synced by the Plugin

Revix only reads from a fixed list of Studio services. Anything outside this list is invisible to the AI. This is intentional — it keeps the sync payload small and protects sensitive data.

The synced services

ServiceWhat it typically contains
WorkspaceThe actual 3D world — parts, models, meshes, terrain references
ReplicatedStorageModules and assets shared between server and client
ReplicatedFirstAssets loaded before the rest of the client (loading screens, etc.)
ServerScriptServiceServer-side gameplay scripts
StarterGuiUI that gets copied into each player
StarterPackTools given to each player on spawn
StarterPlayerStarterPlayerScripts and StarterCharacterScripts
LightingLighting properties and post-processing effects
SoundServiceGlobal audio configuration and shared sounds
TeamsTeam objects
ChatLegacy chat configuration
TextChatServiceModern text chat system configuration
MaterialServiceCustom material variants
CollectionServiceTag definitions used by the AI to reason about grouped instances

Script classes that get read

Inside the services above, Revix reads the source of:

  • Script — server scripts
  • LocalScript — client scripts
  • ModuleScript — modules used by either

Other instance types are seen as hierarchy and properties but have no source code attached.

ServerStorage is never synced

ServerStorage is deliberately excluded. It is a common place to keep:

  • Secret keys and tokens
  • Anti-cheat logic that should not leak to clients
  • Sensitive game data you do not want third parties to see

Revix protects ServerStorage by default. Even with the plugin installed and connected, the AI has no way to read or modify anything inside it.

If you want the AI to work with a module that currently lives in ServerStorage, move it into ReplicatedStorage or ServerScriptService first.

Why this matters

The AI's quality depends on what it can see. If something is broken and the relevant code lives in a service not in the list above, Revix cannot read it and the AI will be working blind. In practice this almost never happens, because all of the standard places you put gameplay code are covered.

Next steps

Troubleshooting

If the AI seems unable to find a script you know exists, see Troubleshooting.