Getting your roblox gamepass prompt script up and running is basically the gateway to actually making some Robux from your game. If you've spent hours building a map or tweaking mechanics, you eventually want to see some return on that effort. The good news is that Roblox makes the actual "purchasing" part pretty straightforward, provided you know which service to call and how to handle the events that follow.
Honestly, one of the most common hurdles for new developers isn't the complex math or the 3D modeling—it's just making sure the right window pops up when a player clicks a button. We've all been in games where we click "Buy Super Speed" and nothing happens, which is a huge bummer for the dev and a confusing experience for the player.
How the script actually functions
At the heart of any roblox gamepass prompt script is something called MarketplaceService. Think of this as the middleman between your game code and Roblox's actual financial backend. You don't want to be handling the money yourself (that would be a security nightmare); you just want to tell Roblox, "Hey, this player wants to buy this specific item."
To make this happen, the main function you'll use is PromptGamePassPurchase. It requires two main pieces of info: the player who's buying the thing and the specific ID of the gamepass. That ID is that long string of numbers you see in the URL of your gamepass's page on the Roblox website. If you get that number wrong, the script obviously won't know what to sell.
Setting up a basic prompt
Usually, you'll want this script to trigger when a player interacts with something, like a button on their screen. You'd place a LocalScript inside a TextButton or ImageButton. Here is a quick look at what that logic looks like in practice:
```lua local MarketplaceService = game:GetService("MarketplaceService") local player = game.Players.LocalPlayer local gamePassId = 0000000 -- Put your real ID here!
local function onButtonClicked() MarketplaceService:PromptGamePassPurchase(player, gamePassId) end
script.Parent.MouseButton1Click:Connect(onButtonClicked) ```
It's pretty simple, right? But there's a catch. This script just opens the window. It doesn't actually do anything once the player buys it. If they buy "Double Jump" and your script doesn't check if the purchase was successful, they'll just be sitting there with less Robux and no new powers. That's how you get bad reviews.
Checking if they already own it
Before you even show that popup, it's a smart move to check if the player already owns the pass. There's nothing more annoying than being prompted to buy something you already have. You can use UserOwnsGamePassAsync for this.
It's a bit of a mouthful, but it's a necessary step. You'd usually wrap this in a pcall (protected call) because, sometimes, Roblox's servers might be having a bad day and the request could fail. If you don't use a pcall, a temporary server hiccup could break your whole script.
Handling the purchase event
Once the player clicks "Buy Now" on that prompt, your game needs to react. This part is usually handled on the server side (a Script in ServerScriptService), not the client side. Why? Because you can't trust the client. If you give a player "God Mode" just because their local computer said they bought it, a clever exploiter could trick your game into thinking they bought everything for free.
You'll want to use PromptGamePassPurchaseFinished. This fires whenever a purchase window is closed, regardless of whether the player actually bought it or just hit "Cancel."
Your server script will look something like this:
```lua local MarketplaceService = game:GetService("MarketplaceService")
local function onPurchaseFinished(player, passId, wasPurchased) if wasPurchased == true then print(player.Name .. " just bought the pass with ID: " .. passId) -- This is where you actually give them the items or perks end end
MarketplaceService.PromptGamePassPurchaseFinished:Connect(onPurchaseFinished) ```
Why your prompt might not be showing up
If you've set up your roblox gamepass prompt script and it's still not working, don't pull your hair out just yet. There are a few common culprits. First, double-check that you've enabled "Third Party Sales" in your Game Settings if the gamepass isn't owned by the same person or group that owns the game. Most of the time, this isn't the issue for your own passes, but it's a frequent point of failure for beginners.
Another big one is the ID itself. Make sure you aren't using the ID of the Experience or the Asset by mistake. It has to be the specific Gamepass ID. Also, remember that prompts don't always show up in Roblox Studio the same way they do in the actual game. Sometimes you've got to publish and test it in a live server to be 100% sure the UI is behaving.
Making it feel natural for players
Let's talk about the "vibe" of your prompts. Nobody likes a game that shoves a roblox gamepass prompt script in their face the second they join the server. It's the fastest way to get someone to leave.
Instead, try to tie the prompt to an action. If they try to enter a "VIP Room," that's the perfect time to trigger the script. Or, if they click a "Donate" button, they're asking for the prompt. When the player feels like they're in control of when the shop opens, they're much more likely to actually spend their Robux.
Thinking about the long game
Once you get the hang of prompting for one gamepass, you'll probably want to create a whole shop system. You can use the same logic, just passing different IDs based on which button is clicked. You can even create a single function that handles all your prompts by using a custom attribute on your buttons to store the ID.
It saves a lot of time and keeps your code from becoming a giant mess of repetitive lines. Just remember: always verify on the server. I know I've said it already, but it's the most important rule in Roblox development. If the server doesn't confirm the wasPurchased status, it didn't happen.
Wrapping things up
Setting up a roblox gamepass prompt script is a bit of a rite of passage. It's one of those first steps where your project stops being just a hobby and starts feeling like a real product. It might feel a little intimidating to deal with "financial" scripts, but once you realize it's just a few functions in MarketplaceService, it becomes much easier.
Just keep your code clean, test everything in a live environment, and most importantly, treat your players with a bit of respect by not spamming them with popups. If your game is fun, people will want to support it. The script is just the tool that lets them do that.
Happy developing, and I hope those sales start rolling in soon!