How to Automate Place Publishing with Partially Managed Rojo

Yes, I checked it before and later removed that part of the code.

I don’t think that’s needed because the name key just changes the name of that specific part, but I’ll still try applying it.

Not sure, never really heard of spaces being an issue. But still, no harm in trying it out, right? Thanks for the suggestions!

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Sorry for the late reply.

Removing the spaces does not bring any changes to the functionality iteself.

Also, I don’t if I’m being stupid here or what, but it seems that except the aftman.exe file, there’s no other files.

The ones that are installed on my PC:

Here’s the issue with adding the aftman packs (rojo, rbxcloud) using the terminal code:

I already used aftman add but it says that it needs to be trusted. I used aftman trust to trust the tools, but no luck.


Additionally, I opened an issue. Hope, this gets fixed soon.

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I went through reinstalling my system about 10 times in a day, I’m back again after getting my laptop to boot :skull:. I see that you got to resolve the issue on the GitHub issue, by making a new repository and trying it there. Maybe it was some setting that didn’t let it work? Sorry for the late replies, arch linux is just a whole another world of issues. I hope I fixed all of my hardware problems and that I can get back into my regular schedule and actually spend some time looking at this issue and trying to replicate it myself. Till then I’ll try to look into more complex github scripts and see what might be wrong, or check for settings that might have prevented it from working. I myself don’t know all of them, I usually just enable the branch protection rule for merging. I hope you and your team will figure it out.

Is there anything I need to fetch or what? Or like wait in progress? Either way, thank you for the help. Really appreciated!

Also about this, I’m not really sure about it, I think it should update, but maybe try to also publish it not as “published” but “saved”. Read more about it here:
rbxcloud docs
roblox docs
looking at the roblox docs I can quote:

Published: the place file should be saved and published.

This should indicate that published would also save it. In simple terms saved should mean only in studio. Also do you have team create enabled? Try to experiment. Saved will not publish it, so try to first save, then publish, or try to enable team create if it was disabled. I’m not sure about it so please correct me if I’m wrong.

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Thanks mate. Got so much help! Hope it doesn’t happen again cuz this had been happening for the past 2 weeks :skull:

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Sorry for bumping but i got a problem, when i try to merge dev branch - into main (on github) it spits this error:

I think it supposed to automatically publish the place when i merge dev branch into main, but it says that the place it tries to publish doesnt exist. GameId and PlaceId are valid because i got them from this line that i pasted into command bar:

print(game.PlaceId, game.GameId) 
-- output: 14234441800 4923945104

Do i need to make my game public for this to work or something?

The problem fixed itself, i did absolutely nothing, but now it works perfectly. Im so sorry that i bumped this post for no reason.

How do I manage UI or builds, because it generates the place from the VSCode project but my UI is in studio?

Thank you for asking this question, but this guide is for “Partially” managed Rojo games.
What you want to achieve is “Fully” managed Rojo. You need to export your UI/Map as a .rbxm model. Then you need to add it to your Rojo project file. You literally right click your UI object in studio, save to file, then you put that in your Rojo project, that’s it.

I am currently in the process of updating this template/guide for fully managed Rojo.
You can track the progress at this repo:

It will be done soon and would allow you to do so much more than just coding. Fully automated workflow, scripts and everything you need as a developer. A small little project I’ve always wanted to make. Of course every developer would have their own preference, so this is solely for myself, but if anyone wants to use it they are free to do so.
Again a very big disclaimer that this has not been finished. An update on this topic will be made when everything is ready for production. The repo itself is unfinished and has a lot of holes left.

But what do you do with the rbxm file?

You save it on your file system. Usually you will have an “assets” folder to manage all in-game models, decals or other stuff you need. You simply put the model file anywhere in your project. After that you go to your rojo project file, by default it is default.project.json.
From there you can add it as a child of something. Currently Rojo is a little limited on .rbxm models, but in the future we hope it will be better. This doesn’t affect most people and it’s very easy to go around by “unpacking” the children with a simple script, for example lighting effects and such, though it would be recommended to specify those in the project file and not through a model.
Imagine your project file like the Studio explorer and properties tab. You can look at instances and change their properties. Here is an example:

"Workspace": {
      "$properties": {
        "Scale": 1,
        "AllowThirdPartySales": false,
        "ClientAnimatorThrottling": "Default",
        "FallenPartsDestroyHeight": -500,
        "FluidForces": "Default",
        "GlobalWind": [0, 0, 0],
        "Gravity": 196.2,
        "IKControlConstraintSupport": "Default",
        "MeshPartHeadsAndAccessories": "Default",
        "PhysicsSteppingMethod": "Default",
        "PlayerCharacterDestroyBehavior": "Default",
        "Retargeting": "Default",
        "SignalBehavior": "Default",
        "TouchesUseCollisionGroups": false,
        "AirDensity": 0.001,
        "RejectCharacterDeletions": "Default",
        "EditorLiveScripting": "Disabled",
        "StreamingEnabled": true,
        "ModelStreamingBehavior": "Default",
        "StreamingIntegrityMode": "Default",
        "StreamingMinRadius": 64,
        "StreamingTargetRadius": 1024,
        "StreamOutBehavior": "Default"
      },
      "Map": {
        "$path": "assets/models/Baseplate.rbxm"
      }
    },

As you can see on the very bottom we added:

"Map": {
      "$path": "assets/models/Baseplate.rbxm"
}

This is how you can include it. This was copied straight from my template that I already linked above, it’s not ready for production yet, but again you can take a look at it’s current state. Just needs some polishing and extra work on automation done. If you are still confused or have questions, please let me know. This is a common question that every new rojo user asks, you just need to understand how the project file works and you will be able to do anything. (almost)

This topic may be dead, however, I don’t see anywhere about how many games you should create?

I would assume 3 (+1 Local):

  • One for Builders [Dev] (Editable)
  • One for Testers [Staging / Main Branch]
  • One for the Main Game [Prod / Tags]

  • One local file to be pushed to dev

Is this correct or am I getting something wrong…

As the lead (and currently only) scripter for our team, I’m trying to set up a Git Flow Workflow for game development exactly like the image shown in the main post.

Also I’m a little confused on how changes on the building place somehow get merged into / synced with the dev branch without the builders needing Rojo / any terminal stuff. (they are the opposite of tech savvy :cold_face::sweat_smile:)


Thank you! and happy coding :hugs: