How to use a roblox creator info script for your games

If you've been spending any time in Studio lately, you've probably realized that having a roblox creator info script is one of those small but super helpful tools for keeping track of who actually built the game or managing specific permissions. Whether you're trying to give yourself special admin powers or you just want a "Made by" label to pop up when someone joins, knowing how to pull this data is a total lifesaver. It beats hardcoding your username into every single script, which honestly just creates a headache if you ever decide to change your name or transfer the game to a group.

Why you should stop hardcoding your name

Let's be real for a second. When we first start out, most of us just type something like if player.Name == "MyCoolUsername" then. It works, sure, but it's not exactly efficient. The moment you change your name or someone else buys the game from you, that script is broken. That's where a proper roblox creator info script comes into play. By using the built-in properties Roblox provides, the script stays dynamic.

The game already knows who owns it. Roblox stores this information in the game object. If it's a solo game, it looks at the user ID. If it's a group game, it looks at the Group ID. By tapping into this, you make your code way more professional and a lot easier to manage in the long run.

Getting the basic info from the game object

The simplest way to get creator info is by looking at game.CreatorId and game.CreatorType. These two are your best friends. CreatorId is the unique number associated with the owner, and CreatorType tells the script whether that ID belongs to a single person or a whole group.

Here's a quick breakdown of how that looks in practice:

  • game.CreatorId: This returns the ID (the long string of numbers) of the owner.
  • game.CreatorType: This tells you if the owner is a User or a Group.

If you're making a script that checks if a player is the owner, you don't even need to know their name. You just compare their UserId to the game.CreatorId. It's faster, more secure, and it won't break if the owner changes their display name to something silly for a week.

Setting up a simple owner check

Let's say you want a door that only the creator can walk through. Instead of writing a massive list of names, your roblox creator info script logic would look something like this:

```lua local door = script.Parent

door.Touched:Connect(function(hit) local character = hit.Parent local player = game.Players:GetPlayerFromCharacter(character)

if player then if player.UserId == game.CreatorId then print("Welcome boss!") door.CanCollide = false task.wait(2) door.CanCollide = true else print("You aren't the owner!") end end 

end) ```

It's simple, clean, and it works regardless of who owns the place. If you move this script to a different game you own, it still works perfectly without you having to change a single line of code.

Handling group-owned games

Things get a little bit more interesting when your game is owned by a group. If you use the basic check above on a group game, game.CreatorId will return the Group's ID, not the ID of the person who created the group. This is actually really useful because it means you can check if a player has a certain rank in that group before letting them do something.

If your roblox creator info script needs to handle groups, you'll want to check if game.CreatorType is equal to Enum.CreatorType.Group. From there, you can use player:GetRankInGroup(game.CreatorId) to see if they are a developer, an admin, or the group owner.

Why the CreatorType matters

You might wonder why we don't just use the ID and call it a day. Well, if you try to compare a Player.UserId (which is a person) to a Group.Id (which is an entity), they will never match. Your owner door will stay shut forever, even for the guy who owns the group! By checking the CreatorType first, you can write logic that handles both scenarios. It's all about making your scripts "smart" enough to know where they are being run.

Making a "Made By" UI with creator info

One of the coolest things to do with a roblox creator info script is to create a dynamic credit screen. Instead of manually typing "Game by [Name]" in a TextLabel, you can have the script fetch the owner's name automatically.

Now, here's a tiny catch: game.CreatorId gives you a number, not a name. To get the actual name, you'll need to use UserService or Players:GetNameFromUserIdAsync().

Imagine a player joins and a little notification pops up saying "You are playing a game by [OwnerName]." It adds a nice layer of polish. Plus, if you ever sell the game or move it to a development studio account, the UI updates itself the next time the server starts. You don't have to go hunting through your UI folders to find that one specific label you forgot to change.

Using MarketplaceService for even more detail

If you want to go even deeper, you can use MarketplaceService:GetProductInfo(). This is technically part of a more advanced roblox creator info script setup. By passing the game.PlaceId to this function, you can get a whole table of data.

This table includes things like: 1. The name of the place. 2. The description. 3. The date it was created. 4. The last time it was updated. 5. The creator's name (directly!).

This is great if you want to build a "Server Info" board in your lobby. You can show players exactly when the game was last updated without you having to manually update a sign every time you push a patch. It keeps the community informed and makes the game feel "alive" and well-maintained.

Common mistakes to avoid

Even though setting up a roblox creator info script is pretty straightforward, there are a couple of spots where people usually trip up.

First, remember that game.CreatorId isn't available immediately in some local scripts if the game hasn't fully loaded, though usually, it's fine. It's always safer to handle these checks on the server anyway. Keeping your "owner-only" logic on the client is a bad idea because exploiters can just flip a switch in their head and pretend they are the creator. Always verify the UserId on the server!

Second, don't forget about the Enum. When checking CreatorType, make sure you're comparing it to Enum.CreatorType.User or Enum.CreatorType.Group. I've seen plenty of people try to compare it to a string like "User," and it just throws an error or fails silently, leaving you scratching your head as to why your script isn't working.

Putting it all together for your workflow

At the end of the day, a roblox creator info script is about saving you time. Whether you're a solo dev or part of a huge team, you want your code to be as modular as possible. Using the game's metadata instead of hardcoded strings is step one in moving from "beginner" to "intermediate" scripting.

It's also just fun to see what you can automate. You could even set up a system where the creator gets a special chat tag, a different colored overhead name, or a unique trail—all powered by that one check against game.CreatorId. It's a subtle way to stand out in your own creation.

So, next time you're about to type your username into a script, stop and think. Could you use a roblox creator info script instead? Most of the time, the answer is yes. It'll make your life easier, your code cleaner, and your game more professional. Happy scripting!