Your Roblox developer journey
Make the jump
from player
to creator.
Build a world above the clouds. Code its surprises. Turn your ideas into a Roblox game you can play.
Start my developer journeyAges 8–14 · Windows or Mac Free Roblox Studio + Roblox account
YOUR FIRST PROJECT Sky Garden obby

Read the video steps
- The sky gardens and green checkpoint pads come with your starter. The spaces between them are empty.
- Build four anchored blocks to connect the first two pads.
- Moonstone: lavender Slate. Sunset tile: orange SmoothPlastic. Garden stepping stone: sandy Cobblestone.
- Each look keeps the same flat landing geometry. The two-Part side marker is optional. What is your own idea?
01 / MAKE IT YOURS
A world to start with.
A game to make your own.
The starter includes floating gardens, trees, Lobby, and working green checkpoints. You connect those pads with your own obstacles, then add and adapt the course’s script examples.

Build your first playable crossing.
Build four anchored landings, cross them, test the checkpoint and improve one jump. Exact names and settings guide you.

Then give it your signature.
The same crossing with orange Color and SmoothPlastic Material. The two-Part side marker is an optional custom addition taught after Mission 1.
02 / TRY IT NOW
Try a lesson · Mission 1, Lesson 1
Create your first landing
This is a real lesson from the course, running right here. Open an activity or use Next — the width you pick is saved for when you start.
A Part is Roblox’s basic building block: a box you can name, resize, move, and color. Give one Part the right settings and it becomes a landing you can jump onto.
Create Jump1 using exact settings and your chosen width.
Required work: Add an anchored Part inside Course → Mission01. Make its landing surface match the feel you chose. Play your very first jump before building the rest.
WorkspaceCourseMission01Jump1← select this
- Press Stop if Play is running. In Explorer, expand Workspace (everything in your world lives here), then Course → Mission01. Point at Mission01, click the + that appears beside it, and choose Part. A Part is a plain box: your building block.
- In Properties, set Name to Jump1 and press Enter. Expand Size (how big, in studs; your character is about 5 studs tall) and enter X, Y, Z from the recipe, pressing Enter after each. Position (where it sits) lives inside CFrame: expand CFrame → Position and enter its three values.
- Search Anchored and check it: Anchored holds the Part still so it never falls. Keep CanCollide checked: it makes the Part solid so you can stand on it. Clear the search and choose Color. Select Jump1, press F over the 3D view, then press Play and jump from the green pad onto it.
Select each named Part in Course → Mission01, then enter these values in Properties. Keep Anchored on. Check each card for collision settings.
Jump1
- Size
- X
8Y1Z6 - Position
- X
0Y3.5Z12
CanCollide: on · CanTouch: on
Your design choice: pick any Color and Material for Jump1, plus the width above. Keep green for the checkpoint pads.
Expected result: You can land on a platform you created.
Something different?
Falling platform? Stop and turn Anchored on. Missing platform? Compare Position with the guide, then select Jump1 and press F.
Replay the relevant demonstration
Watch the action, or use the written walkthrough below.

Read the video steps
- Hover Mission01. Click +.
- Search Part. Click Part.
Explain which settings keep a landing solid and in place.
Try the question, then check your thinking. You can retry or skip.
03 / WHAT YOU’LL BE ABLE TO DO
Every mission moves you
up the ladder.
Finish a lesson, earn XP. Cross a threshold, earn a new rank — and each rank means something you can now do. The first two are inside Setup and Mission 1 and Mission 2 and Mission 3 and Mission 4 and Mission 5 and Mission 6 and Mission 7 and Mission 8 and Mission 9 and Mission 10, the 45 lessons that open the course.
- 50 XPWorld BuilderAfter Setup
- Open Roblox Studio and find my way around Explorer and Properties.
- Save my own project and open it again later.
- Change how a Part looks.
- 150 XPLevel DesignerAfter Mission 1
- Build platforms with exact Size and Position.
- Playtest my level like a new player and find what’s hard.
- Change one thing and explain why it made the jump better.
- 450 XPObby CoderAfter Mission 4
- Write a Luau script that reacts when something is touched.
- Use if to decide what happens to a player.
- Make lava hurt, platforms disappear, and routes offer different challenges.
- 800 XPGame CreatorAfter Mission 8
- Use variables and loops to run a laser.
- Make my game remember a key and open a door.
- Give my whole obby its own look.
- 1050 XPObby LauncherAfter Mission 10
- Watch someone play my game and improve it from what I see.
- Finish a complete obby that runs with no script errors.
- Show it off.
Every mission you finish adds Robux to your reward bank, and the amounts grow.
- Setup
- About 30–45 minutes5 lessons. Installing Studio and signing in can add more.
- Each mission
- About 45–60 minutesBuild, test and improve one section of your obby.
- The whole course
- 10 missionsPause any time. Your project and progress are saved.
1050 XP across the whole course. Progress saves on this device as you go. Finish all ten missions and your certificate is waiting.
See where your garden can grow.
This is the course reference after Mission 10, shown in Roblox Studio. Your project grows from the supplied scenery and checkpoints as you build obstacles and adapt the script examples. Your difficulty choices, colors and optional decoration can differ.

Read the video steps
- Course reference outcome: a Studio tour of After-Mission-10. Gardens, trees, Lobby and checkpoints are supplied.
- Students build the crossing and lava route, adding and adapting the supplied script examples.
- Alternative routes and disappearing platforms extend the connected obstacle course.
- A timed laser and key door use events, conditions and changing state.
- Reach the finish, customize, playtest and prepare a local or private showcase. Extra decoration is optional.
The tour shows the reference layout. The opening clip above shows the first crossing in play.
From your first Part to a complete game.
Four groups, one growing project. Explore a mission to see what you will make.
1 · Build in Roblox Studio
Save a personal world and build, test, and improve a crossing.
0 of 9 opening lessons completed
Setup · Your personal world
Open Studio and keep your first design change in a saved project.
Open Studio and step inside
You walked around your sky garden in Play, and your copy is saved as MyObby.rbxl.
- Read · Two Roblox appsKnow which app builds your world and what computer it needs.
- Resources · Get Studio and the starterInstall Studio with Roblox’s guide and download your starter.
- Watch · Open your starter and save your copySee the starter open and a personal copy saved.
- Studio build · Open it, save it, step insideOpen the starter, save MyObby, and walk around inside it.
- Practice check · Studio is readyRecognize the building app.
Make your first change
Lobby has the color you chose, and MyObby is saved.
- Read · Properties change your worldLearn what a property is before you change one.
- Resources · Starter fileDownload the starter again only if you need a fresh copy.
- Watch · Choose a color for LobbySee the Color picker on the selected platform.
- Studio build · Recolor LobbyGive Lobby your own color and save.
- Practice check · Edit versus PlayChoose the mode that keeps a change.
Find your way around
You can select any object by name, fly the camera to it with F, and read its name in Properties.
- Read · Explorer and PropertiesMeet Explorer, Workspace, Course, and Scenery.
- Watch · Select Lobby by nameWatch Lobby get selected and focused.
- Studio build · Find and focusFind Lobby, Mission01, and Checkpoint_02 by name.
- Practice check · Recognize the selected objectIdentify two clues that the right object is selected.
Predict, change, test
Lobby has your Material, you fell and came back on the green pad, and MyObby is saved.
- Read · Your first checkpointLearn what a checkpoint does and make a prediction.
- Watch · Fall and come backSee a fall return the player to the start pad.
- Studio build · Change a Material, then fall on purposeChange Lobby’s Material, then fall on purpose.
- Practice check · Where you come backSay where a fall takes you.
Save, close, reopen
MyObby.rbxl reopens with your color and Material still there.
- Read · Two kinds of savingSeparate saving your game from saving lesson progress.
- Watch · Play, save, and reopenSee Play, Stop, save, and reopen in order.
- Studio build · Reopen your worldSave, close, and reopen MyObby.
- Practice check · Your change survivedExplain how reopening checks your save.
Mission 1 · Build and test a crossing
Build four landings, test a checkpoint, and explain an improvement.
Create your first landing
You can land on a platform you created.
- Read · From a Part to a playable jumpLearn how Size, Position, and two switches make a playable landing.
- Watch · Create a landingWatch a Part become Jump1, then see a player land on it.
- Studio build · Jump1Create Jump1 using exact settings and your chosen width.
- Practice check · Anchored and a successful landingExplain which settings keep a landing solid and in place.
Build a crossing
Your platforms lead toward the second green pad. You can tell where to jump next.
- Read · Turn one landing into a crossingUnderstand what a duplicate keeps and what you must change.
- Watch · Extend the pathSee Jump1 copied and positioned into a four-jump crossing.
- Studio build · Jump2–4Name and position Jump2, Jump3, and Jump4.
- Practice check · Size versus Position and crossing readinessMove a platform without resizing it.
Test like a developer
The far checkpoint remembers you after a fall. You have one observation about your crossing.
- Read · See your game through a player’s eyesLook for a specific miss or hesitation to investigate.
- Watch · Test the checkpointWatch a crossing test and a fall after reaching the checkpoint.
- Studio build · PlaytestTest the whole crossing and note one landing to improve.
- Practice check · Record one improvementPick an observation that suggests a useful experiment.
Improve and explain
Your chosen landing is wider or back to its original width, you can say what the test showed, and MyObby is saved.
- Read · Make your next jump feel betterPredict one change, test it, then keep or restore the value.
- Watch · Widen a landingSee how a wider landing changes the next attempt.
- Studio build · Predict, change, test, saveChange one property, compare the result, and save.
- Practice check · Explain the resultConnect your design change to evidence from Play.
2 · Make your world react
Introduce Luau events and design alternative routes.
Mission 2 · Make lava work
You respawn at Checkpoint_03, can explain your code, and reopen your saved crossing and Script.
Build the lava crossing
Four safe stones sit above the orange floor.
- Read · Build the lava crossingSeparate a Part’s appearance from its behavior.
- Watch · See: build the lava crossingSee the lava floor and four stones built.
- Studio build · Build the lava crossingBuild and test your chosen stone width.
- Practice check · Explain your thinkingExplain why a glowing floor needs code.
Notice a player’s touch
You see “Lava touched by” and a body-part name. Repeated messages are normal.
- Read · Notice a player’s touchConnect an event to a function and an Output message.
- Watch · See: notice a player’s touchSee LavaHazard added and its message in Output.
- Studio build · Notice a player’s touchRun the notice script and test a touch.
- Practice check · Explain your thinkingExplain why one character can produce several touch messages.
Make lava dangerous
You stay alive on Stone1. Touching Lava defeats your character; you return to Checkpoint_02.
- Read · Make lava dangerousConnect a condition to a change in Health.
- Watch · See: make lava dangerousSee the damage script and a real respawn.
- Studio build · Make lava dangerousReplace the script and compare lava with safe stones.
- Practice check · Explain your thinkingIdentify the instruction that defeats the character.
Test and explain lava
You respawn at Checkpoint_03, can explain your code, and reopen your saved crossing and Script.
- Read · Test and explain lavaPlan tests for danger, safety, and recovery.
- Watch · See: test and explain lavaSee the crossing and far checkpoint tested.
- Studio build · Test and explain lavaCross, test respawn, explain the event, and save.
- Practice check · Explain your thinkingChoose evidence for a working hazard.
Mission 3 · Give players a choice
Both routes reach the next checkpoint, your shape experiment is restored, and your build survives reopening.
Build the calm route
Every connection meets. You can walk from one green checkpoint to the other without jumping.
- Read · Build the calm routeCompare a continuous route with a jumping challenge.
- Watch · See: build the calm routeSee the three bridge Parts built and walked.
- Studio build · Build the calm routeBuild and walk SafeStart, SafeBridge, and SafeEnd.
- Practice check · Explain your thinkingExplain how a route changes difficulty.
Build the jumping route
Both entrances are visible from Checkpoint_03, and both routes reach Checkpoint_04.
- Read · Build the jumping routeConnect landing size to aiming difficulty.
- Watch · See: build the jumping routeSee shortcut duplication, placement, and a test.
- Studio build · Build the jumping routeBuild and jump across Shortcut1–4.
- Practice check · Explain your thinkingExplain why both routes need to work.
Test one shape change
You compared Ball and Block. Shortcut2 is a Block again for your saved route.
- Read · Test one shape changePredict how a curved surface affects landing.
- Watch · See: test one shape changeSee a shape experiment and restoration to Block.
- Studio build · Test one shape changeChange one Shape, compare, restore, and retest.
- Practice check · Explain your thinkingExplain why one-variable tests are useful.
Compare routes and save
Both routes reach the next checkpoint, your shape experiment is restored, and your build survives reopening.
- Read · Compare routes and saveSeparate route testing from checking a saved file.
- Watch · See: compare routes and saveSee both routes compared and the project reopened.
- Studio build · Compare routes and saveTest both routes and keep your saved changes.
- Practice check · Explain your thinkingChoose evidence for a finished route choice.
3 · Program game systems
Build interactive obstacles and complete the game’s player journey.
Mission 4 · Make a platform disappear
Each platform runs its own cycle. You can finish the route with your chosen warning time.
Build one vanishing platform
You can land on Vanish1 before it has any code.
- Read · Build one vanishing platformSeparate visibility from a solid surface.
- Watch · See: build one vanishing platformFollow the written example for Vanish1.
- Studio build · Build one vanishing platformBuild and land on one anchored platform.
- Practice check · Explain your thinkingIdentify the property that supports a player.
Program the disappearing cycle
The platform becomes see-through, disappears, then returns after two seconds.
- Read · Program the disappearing cycleConnect a function to its busy state.
- Watch · See: program the disappearing cycleRead the full cycle before trying it.
- Studio build · Program the disappearing cycleAdd VanishController and test disappearance and recovery.
- Practice check · Explain your thinkingExplain why repeated touches need a guard.
Tune the warning time
A warningTime of 3 gives you three seconds before the platform disappears. The platform always returns.
- Read · Tune the warning timePredict the effect of a timing variable.
- Watch · See: tune the warning timeFollow a one-value timing experiment.
- Studio build · Tune the warning timeChange warningTime and compare a second attempt.
- Practice check · Explain your thinkingConnect the delay to the variable.
Repeat your working obstacle
Each platform runs its own cycle. You can finish the route with your chosen warning time.
- Read · Repeat your working obstacleUnderstand why a copied script follows its parent.
- Watch · See: repeat your working obstacleRead how to duplicate and position the remaining platforms.
- Studio build · Repeat your working obstacleBuild Vanish2–4 and test the complete crossing.
- Practice check · Explain your thinkingExplain how one script becomes reusable.
Mission 5 · Beat the laser
The safe window lasts longer, and you can describe why the loop keeps repeating.
Build the laser crossing
The floor connects both checkpoint pads, and the beam spans the path.
- Read · Build the laser crossingSeparate a floor’s support from a beam’s touch detection.
- Watch · See: build the laser crossingFollow the written laser and floor walkthrough.
- Studio build · Build the laser crossingBuild a solid floor and a passable beam.
- Practice check · Explain your thinkingChoose the settings a touch-controlled beam needs.
Program a repeating rhythm
The solid bright beam is dangerous. The almost invisible beam allows crossing.
- Read · Program a repeating rhythmConnect a loop, a state variable, and a visible signal.
- Watch · See: program a repeating rhythmRead both phases of the laser script.
- Studio build · Program a repeating rhythmAdd LaserController and observe repeated phases.
- Practice check · Explain your thinkingExplain why appearance must agree with behavior.
Test both laser states
Bright defeats you on later cycles too; faint lets you through.
- Read · Test both laser statesLook for failures that appear after repetition.
- Watch · See: test both laser statesFollow the bright/faint testing walkthrough.
- Studio build · Test both laser statesTest danger and safety across repeated cycles.
- Practice check · Explain your thinkingChoose a test that covers both states.
Choose a fair safe time
The safe window lasts longer, and you can describe why the loop keeps repeating.
- Read · Choose a fair safe timePredict how safeTime changes difficulty.
- Watch · See: choose a fair safe timeRead the two-to-three-second comparison.
- Studio build · Choose a fair safe timeTune one time, cross, and save.
- Practice check · Explain your thinkingExplain why the loop keeps running after an edit.
Mission 6 · Find the key
You can discover the key without reading this lesson, then reach the next checkpoint.
Build a door puzzle
The door blocks the route. The glowing key sits on a reachable side platform.
- Read · Build a door puzzleConnect object roles to collision and nesting.
- Watch · See: build a door puzzleFollow the six-Part puzzle walkthrough.
- Studio build · Build a door puzzleBuild the door, walls, paths, and reachable key.
- Practice check · Explain your thinkingLocate the Key where the script will search.
Remember the collected key
Collecting the key hides it and changes the door’s color. Touching the door then opens it.
- Read · Remember the collected keyUse a Boolean to connect two events.
- Watch · See: remember the collected keyRead how key collection changes the door’s response.
- Studio build · Remember the collected keyAdd DoorController and collect then open.
- Practice check · Explain your thinkingExplain what carries memory between events.
Test a fresh run
The door starts locked again. A new run needs a new key collection.
- Read · Test a fresh runDistinguish temporary game memory from saved progress.
- Watch · See: test a fresh runFollow the no-key and fresh-run tests.
- Studio build · Test a fresh runTest refusal, opening, and a fresh reset.
- Practice check · Explain your thinkingExplain why hasKey starts false again.
Make the key discoverable
You can discover the key without reading this lesson, then reach the next checkpoint.
- Read · Make the key discoverableConnect visual clarity to puzzle discovery.
- Watch · See: make the key discoverableRead the door-to-key viewpoint test.
- Studio build · Make the key discoverableImprove the clue and retest the puzzle.
- Practice check · Explain your thinkingChoose a change that helps without removing the rule.
Mission 7 · Finish your first game
Your game has a start, connected challenges, saved checkpoints, and an unmistakable finish.
Build the final walk
A solid walkway reaches Checkpoint_08 without a final surprise gap.
- Read · Build the final walkConnect the final approach to a clear ending.
- Watch · See: build the final walkFollow the FinishPath walkthrough.
- Studio build · Build the final walkBuild and walk the final connection.
- Practice check · Explain your thinkingExplain what the approach communicates.
Frame the victory
From the last walkway, the arch clearly marks where the game ends.
- Read · Frame the victoryUse a landmark to communicate the finish.
- Watch · See: frame the victoryRead how to assemble the three-Part arch.
- Studio build · Frame the victoryBuild the arch and check player clearance.
- Practice check · Explain your thinkingConnect the arch’s height to a clear route.
Test the whole journey
You can go from the lobby to the finish with no red script errors in Output.
- Read · Test the whole journeyUnderstand why connected systems need a full test.
- Watch · See: test the whole journeyFollow the fresh-run and repair walkthrough.
- Studio build · Test the whole journeyRun from Lobby to the finish and repair specific failures.
- Practice check · Explain your thinkingExplain what an end-to-end run proves.
Save your first complete game
Your game has a start, connected challenges, saved checkpoints, and an unmistakable finish.
- Read · Save your first complete gameUnderstand what a version-one backup preserves.
- Watch · See: save your first complete gameRead the final-checkpoint and backup steps.
- Studio build · Save your first complete gameTest recovery, describe the game, and save a backup.
- Practice check · Explain your thinkingExplain why a separate backup matters.
4 · Make it yours and share it
Customize, playtest, improve, and prepare a showcase.
Mission 8 · Give it your style
Your themed game still works from start to finish, and the text is readable.
Choose a clear palette
The opening area looks like it belongs to one world, and safe surfaces are easy to spot.
- Read · Choose a clear paletteConnect a consistent palette to readable play.
- Watch · See: choose a clear paletteFollow the multi-select and recolor walkthrough.
- Studio build · Choose a clear paletteChoose colors and test the opening’s clarity.
- Practice check · Explain your thinkingChoose a palette that preserves gameplay signals.
Name your game’s entrance
Your title floats above the lobby and faces the player.
- Read · Name your game’s entranceUnderstand how a world-space title is nested.
- Watch · See: name your game’s entranceRead the BillboardGui and TextLabel settings.
- Studio build · Name your game’s entranceAdd your title above Lobby and test readability.
- Practice check · Explain your thinkingExplain why the GUI needs its child label.
Tell players they won
The finish says what happened without needing you to explain it.
- Read · Tell players they wonConnect a copied GUI’s parent to its location.
- Watch · See: tell players they wonRead how to move and edit the copied title.
- Studio build · Tell players they wonAdd a victory message above the arch.
- Practice check · Explain your thinkingDiagnose a message attached to the wrong place.
Test your visual choices
Your themed game still works from start to finish, and the text is readable.
- Read · Test your visual choicesEvaluate visual choices through a player’s actions.
- Watch · See: test your visual choicesFollow the themed-game test and recovery steps.
- Studio build · Test your visual choicesRetest messages, routes, key, and laser, then save.
- Practice check · Explain your thinkingChoose evidence that a style change helps play.
Mission 9 · Watch someone play
You have evidence for one improvement, plus a game ready for its final check.
Invite a fresh player
The tester understands the goal and begins exploring independently.
- Read · Invite a fresh playerSeparate explaining controls from solving obstacles.
- Watch · See: invite a fresh playerRead the tester invitation and solo alternative.
- Studio build · Invite a fresh playerStart a fresh test with a simple goal.
- Practice check · Explain your thinkingChoose an invitation that leaves decisions to the player.
Record one stuck moment
You have a specific observation, such as “They could not see the key from the door.”
- Read · Record one stuck momentDistinguish an observation from a judgment.
- Watch · See: record one stuck momentRead how to record useful evidence.
- Studio build · Record one stuck momentNote a specific hesitation, miss, or unclear signal.
- Practice check · Explain your thinkingChoose a note that points toward an experiment.
Change one observed problem
You can finish the sentence: “I changed… because I saw….”
- Read · Change one observed problemConnect an observation to a testable prediction.
- Watch · See: change one observed problemRead examples of focused repairs.
- Studio build · Change one observed problemMake one small edit and record why.
- Practice check · Explain your thinkingChoose an edit that addresses the evidence.
Test your improvement
You have evidence for one improvement, plus a game ready for its final check.
- Read · Test your improvementCompare the same action before and after a change.
- Watch · See: test your improvementFollow the repeat-test and restore walkthrough.
- Studio build · Test your improvementRetest the section, decide, and save.
- Practice check · Explain your thinkingExplain what to do with an unhelpful experiment.
Mission 10 · Launch and choose what’s next
You have a finished release and a reason to open Studio again.
Run your release check
One uninterrupted run reaches the finish, and the saved file contains your latest changes.
- Read · Run your release checkConnect a release file to the version you tested.
- Watch · See: run your release checkRead the complete release-check sequence.
- Studio build · Run your release checkBack up, test every mechanic, and save the result.
- Practice check · Explain your thinkingIdentify evidence for a launch-ready file.
Keep your release private
Your private experience is saved to your account, or your launch file is saved locally if publishing is unavailable.
- Read · Keep your release privateDistinguish a private account copy from public release.
- Watch · See: keep your release privateRead the private-save steps and local alternative.
- Studio build · Keep your release privateKeep a private copy or a tested local launch file.
- Practice check · Explain your thinkingRecognize the equally valid local finish.
Show your developer decisions
You can show a working game and explain a real developer decision you made.
- Read · Show your developer decisionsConnect a demonstration to the reasoning behind it.
- Watch · See: show your developer decisionsRead the short showcase walkthrough.
- Studio build · Show your developer decisionsShow an obstacle and explain your work.
- Practice check · Explain your thinkingChoose an explanation supported by evidence.
Choose your next creation
You have a finished release and a reason to open Studio again.
- Read · Choose your next creationSeparate a finished release from optional future experiments.
- Watch · See: choose your next creationRead how to protect your release and choose an idea.
- Studio build · Choose your next creationChoose your next creation and keep your launch safe.
- Practice check · Explain your thinkingRecognize that extensions are optional.
For parents
Practice the work behind the game.
- What’s supplied
- A Sky Garden starter with scenery and working checkpoints, exact build recipes, complete script examples and recovery projects.
- What your child makes
- The connected obstacles and gameplay scripts, with choices about difficulty, colors, materials and extra decoration in their own Studio project.
- How guidance works
- Setup and Mission 1 use focused activities, written walkthroughs, practice feedback, and replayable clips. Installation and sign-in use Roblox’s official guide plus written steps here. Later missions use guided pages, recipes, script examples, and selected media; their layouts and video coverage vary.
- How long does it take?
- Setup takes about 30–45 minutes, plus however long installing Studio and signing in takes on your computer. Each of the ten missions takes about 45–60 minutes. Learners can stop after any lesson; the project and the course progress are both saved.
- Skills they practice
- Positioning and sizing 3D objects, coding events and conditions, debugging, playtesting and explaining the effect of a change.
- What computer and help are needed?
- Building requires a Windows or Mac computer, free Roblox Studio, and a Roblox account. A phone or tablet can display lessons but cannot run Studio. A grown-up may help with installation and account settings. Check Studio requirements.
- How does saving work?
- Save and reopen your own MyObby file in Studio. This website saves course progress and XP automatically, with no sign-up: nothing is typed and nothing personal is stored. A one-line progress code opens the same progress on another computer, and the Robux bank comes with it. Setup’s five lessons each earn 10 XP, and Mission 1’s four lessons earn 10, 20, 30, and 40 XP — 150 XP across the opening.
- How do the Robux rewards work?
- Every mission your child finishes adds Robux to a reward bank shown on their Progress panel. Robux is paid out twice a year, before the winter break and at the end of the school year, to students enrolled at that time; a student who leaves partway through a term does not receive that term’s Robux. Coaches keep the record of what has been paid; nothing is bought on this site, and no link to a Roblox account is needed. A coach checks the missions before Robux is paid: customizing beyond the recipe is encouraged, and confirming work that was not done forfeits the reward.
- Can they talk to other kids?
- No. There is no chat and no messaging. A learner gets a random handle like @BraveOtter42 and can follow a friend who shares theirs. Following shows a friend’s XP and rank on a leaderboard; only friends who follow each other can see when the other is online and which lesson they just finished. Any follower can be removed.
- Does my child need to release the game publicly?
- No. A local or private showcase completes the course. Publishing to Roblox and making a game public are separate choices. Review the current publishing and audience guidance together before sharing.
A grown-up may help with installation or account settings. Learners can pause and review. A local or private showcase counts; making the game public is not required.
YOUR NEXT MOVE
Your first game is waiting
for its creator.
Start with a world. Make one change. See where your ideas take you.
Start my developer journey →View your saved course progress
Your Creator Quest
Ready for your first 100 XP?
0 XP · New Creator
Using the original project? Classic lessons + saved progress →
An unofficial Roblox learning course by theCoderSchool. Not affiliated with or endorsed by Roblox. Robux rewards are given by theCoderSchool, not by Roblox.