I’m not sure if someone has done this (I’m sure someone has…), but anyway here’s mine. Given an object, it serializes the object (and its descendants) into Lua-executable code. It can even serialize properties that reference other objects within itself (e.g. a weld’s Part0 and Part1 properties).
Demo:
Plugin:
Please note that the plugin might be unstable. It’s literally 2 hours old as of writing this.
I am almost 4 years late to answering this but since I’m here and had the same exact question but figured it out I figure I’ll post my findings
So assuming we’re using a model named BasketToLua like in the video, you’d want to make a server script as follows:
local model = require(game.Workspace.BasketToLua)()
model.Parent = workspace
Also might I add in case anyone was wondering as I was why there is an extra set of parentheses after the require statement: require(game.Workspace.BasketToLua) --add () here
I found out it is due to the module script returning a function and us wanting to immediately invoke said function
if we didn’t want to invoke said function then just remove the extra parentheses
(something new I just learned)
Hope this helps somebody and sorry if I’m accidentally breaking any forum rules by replying to an old post
(also just wanna say big thank you to @sleitnick in general for making and sharing this with everyone )