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
| Service | What it typically contains |
|---|---|
| `Workspace` | The actual 3D world — parts, models, meshes, terrain references |
| `ReplicatedStorage` | Modules and assets shared between server and client |
| `ReplicatedFirst` | Assets loaded before the rest of the client (loading screens, etc.) |
| `ServerScriptService` | Server-side gameplay scripts |
| `StarterGui` | UI that gets copied into each player |
| `StarterPack` | Tools given to each player on spawn |
| `StarterPlayer` | `StarterPlayerScripts` and `StarterCharacterScripts` |
| `Lighting` | Lighting properties and post-processing effects |
| `SoundService` | Global audio configuration and shared sounds |
| `Teams` | Team objects |
| `Chat` | Legacy chat configuration |
| `TextChatService` | Modern text chat system configuration |
| `MaterialService` | Custom material variants |
| `CollectionService` | Tag 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 scriptsLocalScript— client scriptsModuleScript— 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.