How To Hack Roblox With Developer Tools

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While I was making isitchristmas.com better for 2013, a stray interaction with Garrett Miller about how he put a colorful easter egg in the developer console for Mapbox sent me on a journey of console self-discovery, which resulted in me putting way too much time into hacking the developer console this year.

How To Hack Roblox With Console

This makes use of four tricks: applying basic text styling to console.log output, hacking in sprites through background-images, executing code without using parentheses, and suppressing return values.

CSS in the console

This isn't really a trick, but I don't know that enough people are aware that console.log output can be styled with CSS using a %c flag, in Chrome and in Firebug. It looks like this:

Sadly, Firefox's native developer console doesn't support this (but it will in Firefox 31!), and nor does Internet Explorer. I'm told Safari does. Fortunately, Chrome is by far the most used browser for my site, so I'm fine with this. I have a simple console.log wrapper that 'downgrades' the console to plain-text in Internet Explorer.

Creating sprites

While you can't use %c for much past basic text styling, you can apply a background image to spaces, and achieve some crude sprites. You can't set a width — just pick the best number of spaces — but with a background-size of cover, it should roughly do what you want.

I use this on isitchristmas.com to display flags representing where people are from:

And I added full support for emoji in chat messages:

The number of spaces you want will depend on how high your text is. At the default text size, I found 2 spaces to work perfectly for emoji, and 3 spaces to work well enough for flags on isitchristmas (though some wider flags get cut off).

In practice, using inline CSS in JavaScript is annoying. It helps to keep a table of styles and style generators handy, like this:

varstyles={spam:'color: #336699',please:'color: #336699; font-weight: boldWith',emoji:function(emoji){return'background-image: url('https://isitchristmas.com/emojis/'+emoji+'.png'); background-size: cover';}};

Which can be used like this:

console.log('%cPlease%c don't spam and ruin the chat! %c %c %c %c %c ',styles.please

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,styles.spam,styles.emoji('smiley'),styles.spam,styles.emoji('heart'),styles.spam,styles.emoji('christmas_tree'));

Which produces:

Running code without parentheses

If you define a function and run it without its parentheses, it will just print the function out:

And of course, if you execute a bare word that's not been defined, the console will throw a ReferenceError. (Sadly, you can't catch and repurpose errors thrown in the console itself with window.onerror.)

However, the console always tries to print out the return value of the line you execute. You can take advantage of this by making your variable a no-op function, and then overriding that no-op's toString with a function that does whatever you want.

I use a function as the base to call toString on, because as it turns out, the console will ignore attempts to override toString on objects and strings. And of course, this isn't documented behavior at all — it could change any time!

Suppressing return values

In the example above, the console spat out 'undefined' after running help. That's because console.log returns undefined, and the console always tries to print the return value.

You can cause the console to print blankness instead, by returning a single space at the end of your toString override.

Note that this tasteful blankness only works inside of a toString override! At the end of a normal function, with parentheses, returning ' ' will just print out an obvious ' '. So, if you're running a normal function, and you want to suppress output, you need to do something like this:

More useful is putting these tricks together. Since a chat room means writing a message and passing it as an argument, I've been asking users to use proper functions — e.g. say('Hi!') — but that means people have to type parentheses and quotes all the time, which can be annoying and confusing.

I can use the toString trick to provide two methods of chatting - one with parentheses, and one without. If you use say without parentheses, it will pop up an ugly (but functional!) traditional JavaScript prompt window for input, and it'll then feed that input into the real say() function.

This is what the code looks like:

varsay=function(message){// ... code to send message ...returnblank();};say.toString=function(){say(prompt('What do you want to say?'));return'';};

And I document it like this:

There is no good reason to do this

How

The developer console is absolutely not meant for this stuff, and it is all a completely silly endeavor. But it was fun to figure out how to do, and I think the Internet is better with more easter eggs in it (and the folks at Console Message obviously agree).

Maybe there's a useful library to extract from all this, maybe not. Regardless, I hope this crucial and painstakingly crafted engineering advice is helpful in your professional endeavors!

Update: I came across console.image, a fun little library for console images that takes the hacks further, into even more grotesque and wonderful territory. Maybe more usefully, the same author also created console.snapshot, a very impressive way to snapshot both data and images from the DOM, into the console.

5 min

When testing a game, it’s useful to see the output and errors it creates. When running in Roblox Studio, the Output window shows these messages, but when testing a live, running version of the game, output messages and many other details should be accessed using the developer console.

Opening the Console

Depending on the platform, the developer console can be opened as follows:

PlatformMethod
Windows / MacPress the F9 key.
Mobile (phone or tablet)Type /console into the chat or open the console from the in-gameSettings menu.

Console Sections

At the top of the console is a shortcut bar which shows the number of critical errors and warnings, client memory usage, and average ping time. Clicking any of these items will show the relevant details in the console.

Below the shortcut bar are a series of tabs, the most informative being Log, Memory, and Network.

Log

The Log section shows diagnostic messages from in-game scripts, classified by either Client or Server.

  • Output from LocalScript|LocalScripts running on the client appear in the LogClient section of the console. Anyone running a game can view these local output messages.
  • Output from Script|Scripts running on Roblox’s servers appear in the LogServer section of the console. Only the game’s owner or group members with editing permission can access this section.

Output messages in the log can also be filtered by toggling the following checkboxes:

OutputMessages generated by calls to print() statements in the game's scripts.
InformationMessages generated by the game that aren't errors or custom output statements.
WarningMessages which indicate a potential problem but not a critical issue.
ErrorMessages which indicate that something critical has happened.

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Finally, the LogServer section includes a command bar which lets the game’s editors run arbitrary Lua code. Note that this command bar has the same security restrictions as Script|Scripts and LocalScript|LocalScripts which means it is not the same as the command bar in Studio and it cannot run protected functions.

Memory

Models, terrain, parts, visual effects, scripts, physical contraptions, audio, and more can all contribute to total memory usage. The Memory section of the console displays metrics on a game’s memory usage.

Within the view, the total memory is separated into three categories:

  • CoreMemory — Memory used by processes built into the Roblox engine such as networking, avatars, GUI elements, etc.
  • PlaceMemory — Memory that scales as a direct result of choices made as a game is built.
  • UntrackedMemory — Arbitrary memory allocations that are not tagged.

PlaceMemory is separated into sub-categories. The following table provides a brief description of each sub-category and tips to reduce memory usage.

CategoryDescriptionMemory Management Tips
HttpCacheAssets (images, meshes, etc.) loaded from Roblox servers and now held in a cache in memory.Load fewer or smaller assets.
InstancesInstances in the place.If possible, reduce the overall number of Instances (objects in the Explorer window).
SignalsSignals that fire between Instances (an event firing on one Instance to trigger an event on another Instance).Use fewer event connections between Instances.
LuaHeapHeap memory for both core scripts (scripts that ship with the Roblox client) and custom scripts.Write memory-efficient scripts.
ScriptLua Scripts.Use fewer or shorter scripts.
PhysicsCollisionCollision data for physics simulations.If a part doesn’t need to move, set BasePart/Anchored|Anchored to true. If a part never needs to collide with anything (including players), set BasePart/CanCollide|CanCollide to false.
PhysicsPartsPhysics geometry and kinetics.Use simpler, smaller, or fewer parts.
GraphicsSolidModelsGraphics data to render articles/3D Modeling with Parts|solid models.Use fewer/simpler solid models or set their enum/RenderFidelity to Automatic.
GraphicsMeshPartsGraphics for MeshPart|MeshParts.Use fewer or simpler articles/Mesh Parts|meshes.
GraphicsParticlesGraphics for particle systems.Use fewer particle systems or produce fewer particles with shorter lifespans.
GraphicsPartsGraphics for parts.Use fewer or simpler parts.
GraphicsSpatialHashGeneral rendering.Use fewer parts, particles, and lights — essentially, anything that contributes to rendering.
GraphicsTerrainGraphics for terrain.Use less terrain.
GraphicsTextureTexture memory.Use fewer or smaller textures.
GraphicsTextureCharacterTexture memory for characters.Use fewer unique character appearances.
SoundsIn-memory sounds.Use fewer or smaller sounds.
StreamingSoundsStreaming sounds.Use fewer streaming sounds.
TerrainVoxelsTerrain voxels.Use less terrain.
TerrainPhysicsTerrain physics.For objects close to terrain, set BasePart/CanCollide|CanCollide to false and/or BasePart/Anchored|Anchored to true.
GuiMemory used by common GUI elements.Reduce or optimize your GUI instance usage.
AnimationMemory used for animation data (poses and KeyframeSequence cached data); usually avatar animations.Use fewer distinct animations and optimize animations if possible.
NavigationMemory used by supporting structures for PathfindingService.Optimize usage and make fewer calls to PathfindingService

Network

This section reveals how many web calls a game makes while running, including both explicit calls made through HttpService and web requests made by Roblox services like DataStoreService.

Near the top is a Summary of the game’s web calls, organized by type. Each type includes details on how many times it was requested, how many requests failed, and time statistics.

Below the summary is a Details section which lists every individual web call. Each line shows the HTTP method (GET, POST, etc.) along with the status code, time to execute, request type, and request URL. Clicking on any row in the list shows the response details, for instance:

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