Sync, explained
Sync starts on its own as soon as the open place is linked to your project.
Your code lives in your project’s files, on the VibeStarter side. Sync translates it for Roblox and continuously drops it into the place open in Studio. This page describes that path and its two rules: nothing is sent until the code compiles, and nothing flows back from Studio to your project.
The path your code takes
Section titled “The path your code takes”- You and your agentsyou and your agents write to the files of your project
- Compilingyour code is translated into Roblox code
- Syncthe translated code goes to Studio, continuously
- Your place in Studiothe scripts appear in the open place
- Playersthey play the version you published
Two immediate consequences:
- The scripts you see in Studio are translated code, not the files you write. It’s normal not to find your files there as they are.
- Sending code does not put anything live. The last arrow is an action you take yourself, in Studio. See Publish your game and track your versions.
Studio only receives code that compiles
Section titled “Studio only receives code that compiles”Nothing is sent to Studio until compiling has succeeded on exactly the current state of your files. If an agent leaves an error behind, Studio keeps the last valid version.
This is intentional, and the app tells you so when you open the project and on its tab. The message depends on one thing: is a code agent running in the project? A simple terminal does not count.
| Where | A code agent is running | No agent is running |
|---|---|---|
| When the project opens, under the title “The code doesn’t compile right now” | “Ask an agent to fix the error. You can keep going.” | “Sync with Studio resumes as soon as it compiles. You can keep going, then launch an agent to fix the error or fix the file yourself.” |
| On the tab of an open project | “Compile fix in progress” | “The code doesn’t compile” |
| In the tab card, on hover | “The code doesn’t compile yet: ask an agent to fix the error.” | “The code doesn’t compile: sync with Studio resumes as soon as it does. Launch an agent to fix the error, or fix the file yourself.” |
On opening, once the place is open in Studio, “The code doesn’t compile right now” is the screen title, with an orange triangle and its sentence below. The progress bar shows “Sync on hold” and names the step “Compiling”. As long as the place still needs to be opened or linked, this prompt keeps the title, and the message appears under the bar. In both cases it is said only once, with nothing to expand.
The publishing assistant and the Versions panel follow the same rule: see Publish your game and track your versions and Two other blockers that look like a conflict.
A related case shows another message, “Compilation ran out of memory”, with two causes that the next sentence tells apart. “Not enough memory for compilation”: this is the project’s compile ceiling, which closing agents will not fix — ask an agent to adjust it. “Compilation could not start due to lack of free memory”: your machine is full — close unused agents or projects, then ask for a new compilation.
Sync goes one way only
Section titled “Sync goes one way only”The sync engine ignores everything that changes in Studio. A script you edit by hand in a synced area does not flow back into your project, and it will disappear as soon as the matching file changes on the VibeStarter side.
What you can safely do in Studio
Section titled “What you can safely do in Studio”| In Studio | Safe? |
|---|---|
| Build the map: place parts, terrain, models, lights | Yes — it lives in the place |
| Adjust the lighting, the physics, the place settings | Yes |
| Insert a model or an asset from Roblox | Yes |
| Run a test, inspect the game tree, read the consoles | Yes |
| Edit a script inside the folders fed by sync | No — will be overwritten |
| Rename or delete these script folders | No — will be restored |
In short: the 3D world is built in Studio, the code is written in VibeStarter. Ask an agent for the code change; it will come back through sync a few seconds later.
No questions at login
Section titled “No questions at login”The plugin connects on its own, and only to the place that VibeStarter has linked to your project. There is no button to connect or disconnect, no address to type, and no setting to choose. When a session starts, the plugin compares the open place with your project and applies the difference right away, with no confirmation window, even when it removes something: in the folders fed by sync, your project is always the reference.
After that, changes are applied as they happen. To stop Studio syncing with a project, close the project in VibeStarter.
What is synced and what is not
Section titled “What is synced and what is not”Only the folders declared by your project’s plan reach Studio. Details are in The project model: finding your way around.
Not synced to Studio: your project’s history, VibeStarter’s internal settings, and dependency management files. Images, sounds and 3D models do not travel through this channel either: once published on Roblox, they live on Roblox, and your game calls them by their ID. See Where your assets go.
Several people on the same project
Section titled “Several people on the same project”Each person’s presence carries their Studio status. If a colleague is syncing, the note on the project tab says so — “… is syncing Studio”, with their name — and its detail specifies that they “are connected to Roblox Studio and syncing this project — nothing to open on your side.”
Two people who sync the same project at the same time get a clear warning: “Two people are syncing this project”, “Only one person should drive all the places, or the two versions will diverge”.
In Team Create, Roblox only allows one syncer at a time anyway. Studio then shows a message, in English, saying that another person is syncing this place and that your connection will be made automatically as soon as they stop.
Code conflicts between teammates are not resolved here: see When two changes cross.
Limits
Section titled “Limits”- One-way sync has no setting: it cannot be reversed.
- A long outage can require a full resend of the project to the place; it is automatic, but slower than a normal send.
- The sync panel in Studio is in English.
- While the project is rewritten by the Cloud (merge, restore), sync pauses so that Studio never sees an intermediate state.
Frequently asked questions
Section titled “Frequently asked questions”Why can’t I find my files in Studio? Studio receives the code translated for Roblox. Your files stay in the project, on the VibeStarter side.
I edited a script in Studio and my change disappeared. That’s the one-way sync. Ask an agent again: it will arrive through sync.
Sync doesn’t start. Close and reopen Roblox Studio, then check that the open place is linked to your project: the plugin has no connect button. If nothing changes, see the troubleshooting page.
My code doesn’t compile. Should I stop my agents? No. A code agent at work sees the error and fixes it. Studio keeps showing the last valid version. If no agent is running, start one or fix the file yourself.
Can a colleague write code without VibeStarter? No. Code written outside the app will be overwritten by sync.