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Configuration
Detailed reference for PlayerStateConfig, tuning, performance options, and leaderboards. For server/client initialization and DefaultData, see Setup.
PlayerStateConfig Module
PlayerState now includes a centralized configuration module that allows you to customize system behavior without modifying the core implementation files.
Location
lua
-- ReplicatedStorage.Libraries.PlayerState.PlayerStateConfig
local Config = require(ReplicatedStorage.Libraries.PlayerState.PlayerStateConfig)Configuration Structure
The Configuration module separates settings for server and client environments:
lua
local DefaultData = require(script.Parent.DefaultData)
local Config = {
Server = {
Profile = {
Key = "PlayerData",
Template = DefaultData,
},
DataStore = {
Name = "PlayerData_0.01",
Scope = "Production",
},
LegacyDataStore = {
enabled = false,
store = "OldStore",
strategy = "Auto",
keys = { "{UserId}", "PlayerData_{UserId}" },
advanced = {
scope = nil,
marker = {
path = "_Migration.LegacyDataStoreV1",
writeOnNoData = true,
},
payload = { mode = "auto" },
manual = { transform = nil },
fetch = { custom = nil },
},
},
ViewedUser = {
ViewedUserId = 0,
ReadOnly = true,
},
CleanExtraFields = false,
AutoCloneTables = false,
DataWaitTimeout = 10,
RuntimeNonPersistentRoots = {
"session",
"_LeaderboardRanks",
"_Leaderboards",
"_Leaderboard",
},
ServerOnlyRoots = {
"Server",
},
SharedSession = {
round = {
phase = "Waiting",
endsAt = 0,
},
},
BatchDelay = 0.03,
BatchSize = 20,
MaxCacheSize = 1000,
Leaderboard = {
Enabled = true,
DataStoreName = "PlayerState_Leaderboards",
TrackedStats = { "Coins" },
SyncInterval = 60,
FullLeaderboardWriteInterval = 600,
UpdateOnPlayerLeave = true,
},
},
Client = {
CacheDuration = 0.1,
CacheCleanupInterval = 30,
MaxCacheSize = 1000,
MaxPathCacheSize = 1000,
AutoCloneTables = false,
},
}
return ConfigSee Migration Guide for LegacyDataStore options. See Session Data for RuntimeNonPersistentRoots. See Shared Session for SharedSession and Server-only data for ServerOnlyRoots. The data visibility model summarizes how these relate.
Configuration Notes
- Modify these values in your
PlayerStateConfig.luafile to customize behavior - All settings have sensible defaults - only change what you need to customize
- Test in development before deploying configuration changes to production
- Monitor performance and adjust batch/cache settings based on your game's needs
Server Configuration Options
| Setting | Default | Description |
|---|---|---|
Profile.Key | "PlayerData" | Unique identifier for ProfileStore data |
Profile.Template | DefaultData | Data structure template (auto-populated) |
DataStore.Name | "PlayerData_0.01" | DataStore name for versioning |
DataStore.Scope | "Production" | Data scope ("Production" or "Testing") |
ViewedUser.ViewedUserId | 0 | Studio-only: load another user's profile for debugging |
ViewedUser.ReadOnly | true | When viewing another user, block all write APIs |
CleanExtraFields | false | Remove fields not in template during reconciliation |
DataWaitTimeout | 10 | Seconds to wait for player data before timeout |
BatchDelay | 0.03 | Batch processing delay in seconds |
BatchSize | 20 | Operations to queue before auto-flush |
MaxCacheSize | 1000 | Maximum cached path keys |
AutoCloneTables | false | Automatically deep clone tables from Get/GetPath/GetFromDict |
RuntimeNonPersistentRoots | {"session", "_LeaderboardRanks", ...} | Top-level keys that replicate but never persist |
ServerOnlyRoots | {} (example: {"Server"}) | Top-level keys that persist but are stripped before the player Replica (never replicated) |
SharedSession | {} (template table) | Default server-wide shared session state; not saved; replicated to all clients in this server. No nested Template — this table is the template |
LegacyDataStore | enabled = false (default) | Import from old DataStore; enable when ready. See Migration |
Leaderboard.Enabled | true | Enable/disable leaderboard functionality |
Leaderboard.DataStoreName | "PlayerState_Leaderboards" | DataStore for leaderboard data |
Leaderboard.TrackedStats | {"Coins", "Level", ...} | Stats to track on leaderboards |
Leaderboard.SyncInterval | 60 | Leaderboard sync frequency in seconds (minimum enforced: 60) |
Leaderboard.FullLeaderboardWriteInterval | 600 (example) or 0 | Seconds between full leaderboard write sweeps (online players × tracked stats). 0 disables the periodic sweep. Minimum 60 when enabled. Joins, stat changes, leaves, and shutdown still update scores |
Leaderboard.UpdateOnPlayerLeave | true | Update leaderboards when players leave |
Detailed Configuration Explanations
Server Settings
Profile.Key
- Unique identifier for your game's ProfileStore data
- Use different keys for different games or major versions
- Should be consistent across all servers in your game
Profile.Template
- Automatically populated from your DefaultData module
- Defines the structure of player data
- Used for data reconciliation when loading profiles
DataStore.Name
- Roblox DataStore name for storing player data
- Increment this when making breaking data structure changes
- Use different names for development vs production environments
DataStore.Scope
"Production"for live player data"Testing"for development/mock data (uses ProfileStore.Mock)- Automatically switches to testing mode when scope is "Testing"
ViewedUser (Studio-only)
- Lets you load another player's profile in Roblox Studio for debugging (e.g. test with a specific user's saved data).
- ViewedUserId:
0= disabled (each player loads their own profile). Any non-zero UserId loads that user's profile in Studio only; in live games this is ignored and the player's own profile is used. - ReadOnly: When viewing another user's profile,
trueblocks all mutation APIs (Set,SetPath,SetValues, batch ops,Increment,Decrement, array/dict writes,WipePlayerData, etc.). Reads and replica subscriptions still work. Set tofalseonly if you need to modify the viewed profile from Studio (use with care). - On init, PlayerState prints whether the session is loading the viewed profile in read-only or writable mode.
CleanExtraFields
false= Keep extra fields not in template (safer)true= Remove fields not in template during reconciliation- Set to
truefor cleaner data, but may lose custom fields
DataWaitTimeout
- Seconds to wait for player data to load before timing out
- Player gets kicked if data doesn't load within this time
- Increase for slower DataStore responses, decrease for faster failure
Batch Processing
BatchDelay: How long to wait before processing queued operations (0.01-0.1 recommended)BatchSize: Maximum operations to queue before auto-processing (10-50 recommended)- Lower delay = faster response, higher CPU usage
- Higher batch size = more efficient, potentially higher memory usage
MaxCacheSize
- Maximum number of cached path keys for performance
- Higher values = better performance, more memory usage
- Lower values = less memory, slightly slower path parsing
AutoCloneTables
false= Return table references (default, more performant)true= Automatically deep clone tables fromGet(),GetPath(), andGetFromDict()- When enabled, prevents accidental modification of internal data structures
- Slightly higher memory usage but safer for data manipulation
- Use when you frequently modify returned table values
RuntimeNonPersistentRoots
- Top-level keys whose data replicates to clients but is never persisted
- Default includes
session(user-defined) plus_LeaderboardRanks,_Leaderboards,_Leaderboard(internal) - Values are stripped before save and re-seeded from template on load
SetOfflineDatablocks writes to these paths- See Session Data for usage
ServerOnlyRoots
- Top-level keys that stay in
profile.Data(saved and loaded) but are removed when building the per-player client Replica - No client receives these roots—not even the owning player
- Separate from
RuntimeNonPersistentRoots(those are not saved; server-only roots are saved) SetOfflineDatamay update paths under these roots because they are persistent- See Server-only data
SharedSession
- Defines the default template for server-wide temporary state for the current server only
- Not persisted to the DataStore; exists only for the running server instance
- Replicated to every client in this server via a dedicated SharedSession Replica (not the player Replica)
- No
Profile.Template-style nesting: theSharedSessiontable in config is the template - Use for round state, match phase, server-local timers, votes—not for universe-wide or cross-server data
- See Shared Session
LegacyDataStore
- Import data from an old DataStore during profile load
enabled = falseby default; set totruewhen ready to migrate- Requires
store,strategy,keyswhen enabled - See Migration Guide for full configuration
Leaderboard Settings
Leaderboard.Enabled
- Must be
truefor any leaderboard functionality to work - Functions return default values when disabled
- Set to
falseto temporarily disable leaderboards
Leaderboard.DataStoreName
- Base name for leaderboard DataStores
- Each tracked stat creates:
{DataStoreName}_{statName} - Example:
"Coins"becomes"PlayerState_Leaderboards_Coins"
Leaderboard.TrackedStats
- Array of data paths to track on leaderboards
- Only numeric values can be tracked
- Supports nested paths:
"Plot.Likes","Stats.TotalPlayTime" - Empty array disables leaderboard tracking
Leaderboard.SyncInterval
- How often to sync leaderboard data (seconds)
- PlayerState enforces a minimum of 60 seconds at runtime if configured lower
- Lower values = more frequent updates, higher DataStore usage
- Consider your game's scale and DataStore limits
Leaderboard.FullLeaderboardWriteInterval
- Optional periodic full sweep that writes leaderboard scores for every online player × every tracked stat (heavy vs incremental updates)
0= disabled (default behavior if omitted)- When set to a positive number: interval in seconds between sweeps; runtime enforces minimum 60 if lower
- Incremental paths still run: joins, tracked stat changes, player leave, and server shutdown updates are not gated by this setting
Leaderboard.UpdateOnPlayerLeave
true= Update leaderboards when players leave (recommended)false= Only update during sync intervals- Immediate updates provide better user experience
Client Settings
CacheDuration
- How long to cache values before checking for updates (seconds)
- Lower values = more responsive, higher network usage
- Higher values = less responsive, lower network usage
CacheCleanupInterval
- How often to clean up expired cache entries (seconds)
- Lower values = more frequent cleanup, slightly higher CPU usage
- Higher values = less frequent cleanup, slightly higher memory usage
MaxCacheSize & MaxPathCacheSize
- Maximum cached items before cleanup
- Higher values = better performance, more memory usage
- Lower values = less memory, may cause more cache misses
Client Configuration Options
| Setting | Default | Description |
|---|---|---|
CacheDuration | 0.1 | Value cache duration in seconds |
CacheCleanupInterval | 30 | Cache cleanup frequency in seconds |
MaxCacheSize | 1000 | Maximum cached values |
MaxPathCacheSize | 1000 | Maximum cached path strings |
AutoCloneTables | false | Deep clone tables from Get/GetPath/GetFromDict |
Customizing Configuration
To customize settings, modify the Configuration module values:
lua
-- PlayerStateConfig.lua
local Config = {
Server = {
DataStore = {
-- Use different DataStore names for different environments
Name = game.PlaceId == 123456789 and "PlayerData_DEV" or "PlayerData_PROD",
Scope = game.PlaceId == 123456789 and "Testing" or "Production",
},
-- Development: Faster batching for testing
BatchDelay = game.PlaceId == 123456789 and 0.01 or 0.03,
BatchSize = game.PlaceId == 123456789 and 5 or 20,
},
Client = {
-- Development: Shorter cache for faster testing
CacheDuration = game.PlaceId == 123456789 and 0.05 or 0.1,
},
}lua
-- PlayerStateConfig.lua
local Config = {
Server = {
-- High-performance game settings
BatchDelay = 0.02, -- Faster batching
BatchSize = 30, -- Larger batches
MaxCacheSize = 2000, -- More caching
},
Client = {
-- Optimize for memory-conscious environments
CacheDuration = 0.2, -- Longer cache duration
CacheCleanupInterval = 60, -- Less frequent cleanup
MaxCacheSize = 500, -- Smaller cache
MaxPathCacheSize = 500,
},
}lua
-- PlayerStateConfig.lua
local Config = {
Server = {
-- Conservative memory usage
BatchDelay = 0.05, -- Less frequent batching
BatchSize = 10, -- Smaller batches
MaxCacheSize = 500, -- Reduced caching
CleanExtraFields = true, -- Clean up unused data
},
Client = {
-- Minimal memory footprint
CacheDuration = 0.05, -- Short cache duration
CacheCleanupInterval = 15, -- Frequent cleanup
MaxCacheSize = 250, -- Small cache
MaxPathCacheSize = 250,
},
}lua
-- PlayerStateConfig.lua - For games with many concurrent players
local Config = {
Server = {
-- Optimize for high traffic
BatchDelay = 0.02, -- Faster batching for responsiveness
BatchSize = 50, -- Larger batches for efficiency
MaxCacheSize = 2000, -- More caching for performance
DataWaitTimeout = 15, -- Longer timeout for slower responses
Leaderboard = {
Enabled = true,
DataStoreName = "PlayerState_Leaderboards",
TrackedStats = {"Coins", "Level", "HighScore"},
SyncInterval = 120, -- Longer interval to reduce DataStore load
UpdateOnPlayerLeave = true,
},
},
Client = {
-- Balanced caching for high traffic
CacheDuration = 0.2, -- Longer cache to reduce network calls
CacheCleanupInterval = 60, -- Less frequent cleanup
MaxCacheSize = 2000, -- More caching for performance
MaxPathCacheSize = 2000,
},
}lua
-- PlayerStateConfig.lua - Development environment
local Config = {
Server = {
Profile = {
Key = "PlayerData_DEV",
},
DataStore = {
Name = "PlayerData_DEV",
Scope = "Testing", -- Use mock data for development
},
-- Development-friendly settings
BatchDelay = 0.01, -- Very fast batching for testing
BatchSize = 5, -- Small batches for immediate feedback
DataWaitTimeout = 5, -- Fail fast for development
Leaderboard = {
Enabled = true,
DataStoreName = "PlayerState_Leaderboards_DEV",
TrackedStats = {"Coins", "Level", "HighScore"},
SyncInterval = 30, -- Faster sync for development
UpdateOnPlayerLeave = true,
},
},
Client = {
-- Development settings for faster iteration
CacheDuration = 0.05, -- Short cache for testing changes
CacheCleanupInterval = 10, -- Frequent cleanup
MaxCacheSize = 500, -- Smaller cache for development
MaxPathCacheSize = 500,
},
}Configuration Tips
Performance Optimization
- Lower
BatchDelay: Faster response, higher CPU usage - Higher
BatchSize: More efficient batching, potentially higher memory usage - Larger cache sizes: Better performance, more memory usage
Leaderboard Optimization
- SyncInterval ≥ 60 seconds: Respect DataStore limits
- UpdateOnPlayerLeave = true: Immediate updates for better UX
- Limit TrackedStats: Only track stats you actually display
- Use nested paths:
"Stats.TotalPlayTime"instead of separate stats
Development Best Practices
- Use different DataStore names for dev vs production
- Set Scope = "Testing" for development with mock data
- Lower SyncInterval in development for faster testing
- Check console warnings for configuration issues
DataStore Versioning
Always increment DataStore.Name when making breaking changes to your data structure to avoid data corruption.
Leaderboard DataStore Limits
Roblox DataStore limits apply to leaderboards:
- 60 requests per minute per player
- Leaderboard updates count toward this limit
- Consider your game's scale when configuring SyncInterval
- Monitor DataStore usage in production
Advanced Configuration
lua
-- Example: Conditional configuration based on server region
local Config = {
Server = {
DataStore = {
Name = "PlayerData_" .. (game.JobId:sub(1,8) or "default"),
Scope = game.PrivateServerId and "Private" or "Production",
},
-- Adjust performance based on server load
BatchDelay = game.Players.MaxPlayers > 20 and 0.05 or 0.03,
BatchSize = game.Players.MaxPlayers > 20 and 30 or 20,
MaxCacheSize = game.Players.MaxPlayers > 20 and 1500 or 1000,
},
}Troubleshooting Configuration Issues
Common Configuration Problems
Problem: Leaderboard functions return empty arrays or nil
lua
-- ❌ This happens when leaderboard is disabled
local leaderboard = PlayerState.GetLeaderboard("Coins", 10) -- Returns {}Solution: Check your configuration:
lua
-- Make sure these are set correctly:
Leaderboard = {
Enabled = true, -- Must be true
TrackedStats = {"Coins"}, -- Must include the stat you're querying
}Problem: "Stat is not configured" warnings in console
[PlayerState] Stat "Experience" is not configured as a tracked leaderboard statSolution: Add the stat to TrackedStats:
lua
TrackedStats = {
"Coins",
"Experience", -- Add missing stats here
"Level",
}Problem: DataStore limit errors
DataStore request was rejected due to rate limitingSolution: Increase SyncInterval:
lua
Leaderboard = {
SyncInterval = 120, -- Increase from 60 to reduce DataStore calls
}Problem: Players getting kicked with "Failed to load data"
PlayerState: Timeout waiting for player's data to loadSolution: Increase DataWaitTimeout:
lua
DataWaitTimeout = 20, -- Increase from 10 for slower DataStore responsesProblem: Leaderboard not updating immediately
Player's leaderboard rank doesn't update after stat changesSolution: Enable UpdateOnPlayerLeave or use manual updates:
lua
-- Option 1: Enable immediate updates
UpdateOnPlayerLeave = true,
-- Option 2: Manual update when needed
PlayerState.UpdateLeaderboard(player, "Coins", newCoinValue)Debugging Configuration
Check your current configuration at runtime:
lua
-- Server Script - Debug current configuration
local Config = require(game.ReplicatedStorage.Libraries.PlayerState.PlayerStateConfig)
print("=== PlayerState Configuration Debug ===")
print("Leaderboard Enabled:", Config.Server.Leaderboard.Enabled)
print("Tracked Stats:", table.concat(Config.Server.Leaderboard.TrackedStats, ", "))
print("Sync Interval:", Config.Server.Leaderboard.SyncInterval)
print("DataStore Name:", Config.Server.Leaderboard.DataStoreName)
print("Batch Delay:", Config.Server.BatchDelay)
print("Batch Size:", Config.Server.BatchSize)Test leaderboard functionality:
lua
-- Server Script - Test leaderboard configuration
local function testLeaderboardConfig()
print("Testing leaderboard configuration...")
-- Test if leaderboard is enabled
local testData = PlayerState.GetLeaderboard("Coins", 1)
if #testData == 0 then
warn("Leaderboard not working - check configuration!")
return false
end
print("✅ Leaderboard configuration is working")
return true
endMonitor DataStore usage:
lua
-- Server Script - Monitor DataStore requests
local dataStoreRequests = 0
-- Hook into ProfileStore to count requests (if available)
-- This helps you stay within DataStore limits
game:BindToClose(function()
print(`Total DataStore requests this session: {dataStoreRequests}`)
end)The Configuration module ensures consistent behavior across your game while allowing easy customization for different environments and performance requirements.
Critical: DataStore Limits
Be aware of Roblox DataStore limits when configuring leaderboards:
- 60 requests per minute per player (including leaderboards)
- SyncInterval should be ≥ 60 seconds for optimal performance
- Leaderboard updates count toward your DataStore quota
- Consider your game's scale before lowering SyncInterval
Runtime Validation
PlayerState now includes runtime configuration validation:
- Leaderboard functions validate configuration at runtime
- Misconfigured settings trigger console warnings
- Functions return safe defaults when configuration is invalid
- Check console output for configuration issues during development
🏆 Leaderboard Configuration
Important: Leaderboard Config Required
You MUST configure the Leaderboard section in PlayerStateConfig for leaderboard functionality to work!
Without proper leaderboard configuration, all leaderboard functions will return nil or empty results.
Basic Leaderboard Setup
lua
-- PlayerStateConfig.lua
local Config = {
Server = {
Leaderboard = {
Enabled = true, -- Required: Enable leaderboards
DataStoreName = "PlayerState_Leaderboards", -- DataStore for leaderboard data
TrackedStats = { -- Required: Stats to track
"Coins", -- Track coin count
"Level", -- Track player level
"HighScore", -- Track high scores
"Plot.Likes", -- Track plot likes (nested path)
"Stats.TotalPlayTime", -- Track total playtime
},
SyncInterval = 60, -- How often to sync (seconds)
UpdateOnPlayerLeave = true, -- Update when player leaves
},
},
}Leaderboard Configuration Options
| Setting | Default | Description |
|---|---|---|
Enabled | true | Must be true for leaderboards to work |
DataStoreName | "PlayerState_Leaderboards" | DataStore for leaderboard data |
TrackedStats | {"Coins", "Level", ...} | Array of data paths to track |
SyncInterval | 60 | How often to sync leaderboard data (seconds) |
UpdateOnPlayerLeave | true | Update leaderboards when players leave |
TrackedStats Configuration
The TrackedStats array defines which data fields should be tracked on leaderboards:
lua
TrackedStats = {
-- Top-level stats
"Coins", -- Tracks player.Coins
"Level", -- Tracks player.Level
"HighScore", -- Tracks player.HighScore
-- Nested stats (using dot notation)
"Plot.Likes", -- Tracks player.Plot.Likes
"Stats.TotalPlayTime", -- Tracks player.Stats.TotalPlayTime
"Inventory.Count", -- Tracks player.Inventory.Count
-- Any numeric data path
"Achievements.Total", -- Custom achievement tracking
}Important Notes
- Only numeric values can be tracked on leaderboards
- Paths must exist in your DefaultData structure
- Nested paths are supported using dot notation
- Empty array disables leaderboard tracking
Leaderboard DataStore
Each tracked stat creates its own OrderedDataStore:
"Coins"→"PlayerState_Leaderboards_Coins""Plot.Likes"→"PlayerState_Leaderboards_Plot_Likes""Stats.TotalPlayTime"→"PlayerState_Leaderboards_Stats_TotalPlayTime"
DataStore Limits
Remember Roblox DataStore limits:
- 60 requests per minute per player
- Consider your game's scale when setting
SyncInterval
Automatic vs Manual Updates
Automatic Updates (recommended):
- Leaderboards update automatically when tracked data changes
- No additional code needed
- Happens during
SyncIntervalor when players leave
Manual Updates (for special cases):
lua
-- Force immediate leaderboard update
PlayerState.UpdateLeaderboard(player, "Coins", 5000)Testing Leaderboards
For testing without affecting live data:
lua
-- Testing configuration
Leaderboard = {
Enabled = true,
DataStoreName = "PlayerState_Leaderboards_TEST",
TrackedStats = {"Coins", "Level"},
SyncInterval = 30, -- Faster sync for testing
UpdateOnPlayerLeave = true,
}Runtime Validation
PlayerState now includes runtime validation for all leaderboard functions:
lua
-- ✅ This will work (Coins is in TrackedStats)
local leaderboard = PlayerState.GetLeaderboard("Coins", 10)
-- ❌ This will return empty array and warn (Level not in TrackedStats)
local levelBoard = PlayerState.GetLeaderboard("Level", 10) -- Returns {}, warns in console
-- ❌ This will return false and warn (leaderboard disabled)
local success = PlayerState.UpdateLeaderboard(player, "Coins", 100) -- Returns false, warns in consoleValidation Rules:
- Functions check
CONFIG.Leaderboard.Enabledat runtime - Functions validate stat names against
CONFIG.Leaderboard.TrackedStats - Invalid configurations return appropriate failure values and log warnings
- No crashes - graceful degradation with clear error messages