[Deleted for privacy reasons]

[Deleted for privacy reasons] [Deleted for privacy reasons]

2 Likes

Very simple, game.Name. It exists on DevHub too.

It worked fine for me when I tried it in a Server Script.

Same for me. Worked fine on both scripts.

Same, I simply used print(game.Name) in a Local Script and a normal Script and it worked.

You’ll have to use MarketplaceService if your script is not in the game.

Well, there is no other way to get it unless the script is in the game.

From my understanding, you have a script that is being added to games, and when the owner of the game wants to buy a special perk, it gets bought to the game. Why not use it’s ID? Sorry if I’m getting this wrong, I’m fairly new here.

Yes, using game names is really bad as two games can have the same name. Also, @blueprin1 I would not recommend this as the source code could be edited.

Agreed, people can just download the plugin directly from their browser (if they have an extension), or use Plugin Importer.

Using the ID is enough, I believe that a game’s ID never changes upon creation, so that’s enough to identify the game.

Well ok, you still needed to check it. That’s why I don’t trust free models. Or when I use them, I remove all scripts.

They can still be edited, in fact I edit nearly every script I get from the toolbox in-case of backdoors.