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Glossary

A part that physics doesn’t move. Parts are anchored by default; set anchored = false to let one fall, roll and be pushed. Scripts can still move anchored parts by setting their position. See BasePart.

A named value you add to any instance yourself, such as locked = true on a door. Attributes hold strings, numbers, booleans, Vector3, Vector2 or Color3 values and replicate like properties. See setAttribute.

A player’s body in the world. The player’s device moves it and the server checks each move. The server creates a new character each time the player spawns. See Character.

A player’s device while it runs a game. It has its own copy of the world, kept up to date by replication, runs LocalScripts and draws the game. Changes it makes stay on that device.

Someone a game’s owner has added to the game, by username (up to 20 per game). Collaborators can open the game in Rally Studio, edit it with the owner at the same time, and test it, even while it’s private. Only the owner publishes, changes the game’s settings and manages collaborators. See Collaboration.

Where creators share models with other creators. Studio’s Toolbox searches it and inserts models into your game. See Creator Store.

Saved data that outlives game servers, such as progress, inventories and high scores, stored by Rally for each game and shared by all of its servers. Only server scripts can use data stores. See DataStoreService.

The panel inside a running game that shows script output; open it with the backtick key. Output from server scripts appears there only for the game’s owner (and, on a Studio test server, for whoever started the test).

A secret key that lets a tool act for your Rally account, for example an AI app you connect with a key rather than by signing in. Treat it like a password. See Developer tokens.

The copy of a game you edit in Rally Studio. Studio saves it automatically a moment after each change, and everyone editing the game works on the same draft. Players don’t see the draft until you publish it.

Something scripts can react to, such as a part being touched or a player joining. Each event is a Signal: connect a function to it and the function runs every time the event fires.

A Rally game: its settings (name, description, 2D or 3D, players per server, visibility), its draft and its published versions. A game is one world.

A copy of a game running on Rally’s servers, which players join over the network. Server scripts run there, and its copy of the world is the one every player’s device follows. Rally starts servers as players arrive (each holds up to the game’s players-per-server setting) and stops them when they’re empty.

Time as a game counts it: it only advances while the game runs, step by step. task.wait, task.delay and RunService events all use game time. See task.

Any object in a game: a part, a model, a script, a UI element, a service, the game itself. Every instance has a class, a name, a parent and properties. See Instance.

The pass Rally gives a player’s device to join one particular game server. It’s valid for 60 seconds, so a player has a minute to connect after Rally picks a server for them.

A Folder named leaderstats inside a Player. The NumberValues, StringValues and BoolValues in it show on the in-game leaderboard. See createLeaderstats.

Code that runs on each player’s device: input, the camera, UI and effects. LocalScripts run from StarterPlayerScripts, or from the player’s own PlayerGui. See LocalScript.

Shared code that Scripts and LocalScripts import. It never runs on its own: its code is built into each script that imports it. See ModuleScript.

What scripts write with print, warn and console, plus errors. Rally Studio’s Output panel shows it while you test, and the in-game developer console shows it while the game runs.

The account that created a game. Only the owner can publish it, change its settings and add or remove collaborators.

Rally games don’t have places: each game is a single world.

Rally Studio’s quick test. It runs the whole game, server scripts and LocalScripts together, in your browser, with you as the only player. Data stores there are kept in memory and gone when you stop. See Testing.

Someone in a game, and the Player object that represents them inside Players while they’re connected.

A game as it’s edited: its settings plus its world, with every script’s TypeScript source inside it. A draft is a project. See Project format.

A typed value that belongs to an instance, such as a part’s size or a sound’s volume. Assigning one checks the value’s type, and numbers are kept within the property’s range.

Turning a game’s draft into a new version that players get. Publishing compiles every script first, so a script with errors stops it. Only the game’s owner can publish. See Publishing and versions.

A RemoteEvent or RemoteFunction: how players’ devices and the game server send each other messages. The server treats everything a player sends as untrusted.

How the game server keeps players’ devices in sync: it sends them its world and then every change, about 20 times a second. Replication only goes from the server to players. ServerStorage, ServerScriptService and the Scripts in a game are never sent, and each PlayerGui only goes to its own player.

Rally’s game editor, which runs in your browser. See Rally Studio.

Code that runs on the game server. Scripts run from the Workspace or ServerScriptService, and players never receive them. See Script.

One of the fixed objects directly under game: Workspace, Players, Lighting, ReplicatedStorage, ServerStorage, ServerScriptService, StarterGui and StarterPlayer. Every game has exactly one of each. See Services.

One update of a running game: due tasks, the stepped event, physics, then the heartbeat event. Game servers step 30 times a second; players’ devices step once per frame.

Rally’s unit of length. A character is 5 studs tall, and walks 16 studs a second by default.

Rally Studio’s test on a real game server, with 1 to 4 test players. It runs with the same limits as a published game. Its data stores start empty and are thrown away. See Testing.

The Rally Studio panel for finding models in the Creator Store and inserting them into your game.

How a game’s instances are organized: every instance has one parent, up to game at the root. A tree path names an instance by the names from its service down, such as Workspace/House/Door; scripts import ModuleScripts by tree path. See Instances and the tree.

A published copy of a game, numbered 1, 2, 3 and up. Versions never change. Rally starts new game servers with the game’s current version; servers already running keep theirs until they’re empty. Saved data belongs to the game, so it carries over from one version to the next. See Publishing and versions.

Who can find and play a game: private, unlisted or public. See Game visibility.

The service that holds the world: everything that exists physically, and the only place where parts are simulated, drawn and touched. See Workspace.