roblox-monetization
Installation
SKILL.md
roblox monetization
When to Load
Load when adding a Game Pass, Developer Product, subscription, private server, Creator Rewards-related product decision, or purchase eligibility check.
Quick Reference
- Prompt purchases from the client, but grant value only from server-owned code.
- Passes: durable ownership for an experience. Check ownership server-side and refresh after a purchase.
- Developer Products: repeatable consumables.
ProcessReceiptis the grant path;PromptProductPurchaseFinishedis not purchase confirmation. BindReceiptHandlerhandles Robux-transfer receipts, not Developer Products.- A receipt that cannot be safely granted must return
NotProcessedYet. Roblox redelivers it when the player rejoins (there is no time-based retry). - Use
PolicyServiceand current documentation for eligibility-sensitive features. Where policy offers multiple treatments (for example restricted paid random items), present them as a menu with trade-offs. Precedence: user approval authorizes an otherwise permitted action; it does not satisfy a mandatory policy and does not turn a failed or unverified gate into PASS. If the user picks a non-compliant treatment (for example shipping unchanged or odds disclosure alone), do not implement it: present the compliant alternatives and recommend the least disruptive one. Never unilaterally region-lock, hide, or remove a feature the user asked for when a compliant alternative exists. - Creator Rewards is a platform program, not a grant API. Track eligibility, attribution, engagement, and dashboard reporting separately from purchases and inventory.
- Test failed grants, duplicate receipts, player absence, and interrupted saves before shipping.
- Static presence of
ProcessReceiptis not receipt correctness; inspect its single owner, durable idempotent grant, and retry paths for unknown products or absent players.
Need the details? Load references/full.md for purchase flows and failure handling.