Substantial documentation improvements

This commit is contained in:
Lucien Greathouse
2019-06-07 18:29:09 -07:00
parent 0ed6c57c7f
commit 2a4ca21050
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This is this installation guide for Rojo **0.5.x**.
[TOC]
## Overview
Rojo has two components:
* The command line interface (CLI)
* The Roblox Studio plugin
!!! info
It's important that your installed version of the plugin and CLI are compatible.
The plugin will show errors in the Roblox Studio output window if there is a version mismatch.
## Installing the CLI
### Installing from GitHub
If you're on Windows, there are pre-built binaries available from Rojo's [GitHub Releases page](https://github.com/LPGhatguy/rojo/releases).
The Rojo CLI must be run from the command line, like Terminal.app on MacOS or `cmd.exe` on Windows. It's recommended that you put the Rojo CLI executable on your `PATH` to make this easier.
### Installing from Cargo
If you have Rust installed, the easiest way to get Rojo is with Cargo!
To install the latest 0.5.0 alpha, use:
```sh
cargo install rojo --version 0.5.0-alpha.11
```
## Installing the Plugin
### Installing from GitHub
The Rojo Roblox Studio plugin is available from Rojo's [GitHub Releases page](https://github.com/LPGhatguy/rojo/releases).
Download the attached `rbxm` file and put it into your Roblox Studio plugins folder. You can find that folder by pressing **Plugins Folder** from your Plugins toolbar in Roblox Studio:
!['Plugins Folder' button in Roblox Studio](../images/plugins-folder-in-studio.png)
{: align="center" }
### Installing from Roblox.com
Visit [Rojo's Roblox.com Plugin page](https://www.roblox.com/library/1997686364/Rojo-0-5-0-alpha-3) in Roblox Studio and press **Install**.
## Visual Studio Code Extension
If you use Visual Studio Code, you can install [Evaera's unofficial Rojo extension](https://marketplace.visualstudio.com/items?itemName=evaera.vscode-rojo), which will install both halves of Rojo for you. It even has a nifty UI to sync files and start/stop the Rojo server!

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Rojo underwent a large refactor during most of 2018 to enable a bunch of new features and lay groundwork for lots more in 2019. As such, Rojo **0.5.x** projects are not compatible with Rojo **0.4.x** projects.
[TOC]
## Supporting Both 0.4.x and 0.5.x
Rojo 0.5.x uses a different name for its project format. While 0.4.x used `rojo.json`, 0.5.x uses `default.project.json`, which allows them to coexist.
If you aren't sure about upgrading or want to upgrade gradually, it's possible to keep both files in the same project without causing problems.
## Upgrading Your Project File
Project files in 0.5.x are more explicit and flexible than they were in 0.4.x. Project files can now describe models and plugins in addition to places.
This new project file format also guards against two of the biggest pitfalls when writing a config file:
* Using a service as a partition target directly, which often wiped away extra instances
* Defining two partitions that overlapped, which made Rojo act unpredictably
The biggest change is that the `partitions` field has been replaced with a new field, `tree`, that describes the entire hierarchy of your project from the top-down.
A project for 0.4.x that syncs from the `src` directory into `ReplicatedStorage.Source` would look like this:
```json
{
"name": "Rojo 0.4.x Example",
"partitions": {
"path": "src",
"target": "ReplicatedStorage.Source"
}
}
```
In 0.5.x, the project format is more explicit:
```json
{
"name": "Rojo 0.5.x Example",
"tree": {
"$className": "DataModel",
"ReplicatedStorage": {
"$className": "ReplicatedStorage",
"Source": {
"$path": "src"
}
}
}
}
```
For each object in the tree, we define *metadata* and *children*.
Metadata begins with a dollar sign (`$`), like `$className`. This is so that children and metadata can coexist without creating too many nested layers.
All other values are considered children, where the key is the instance's name, and the value is an object, repeating the process.
## Migrating Unknown Files
If you used Rojo to sync in files as `StringValue` objects, you'll need to make sure those files end with the `txt` extension to preserve this in Rojo 0.5.x.
Unknown files are now ignored in Rojo instead of being converted to `StringValue` objects.

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[TOC]
## Creating the Rojo Project
To use Rojo to build a game, you'll need to create a new project file, which tells Rojo how to turn your files into a Roblox place.
First, create a new folder to contain the files for your game and open up a new terminal inside of it, like cmd.exe or Bash.
It's convenient to make the folder from the command line:
```sh
mkdir my-new-project
cd my-new-project
```
Inside the folder, initialize a new Rojo project:
```sh
rojo init
```
Rojo will make a small project file in your directory, named `default.project.json`. It matches the "Baseplate" template from Roblox Studio, except that it'll take any files you put in a folder called `src` and put it into `ReplicatedStorage.Source`.
Speaking of files, make sure to create a directory named `src` in this folder, or Rojo will be upset about missing files!
```sh
mkdir src
```
Let's also add a Lua file, `hello.lua` to the `src` folder, so that we can make this project our own.
```sh
echo 'return "Hello, Rojo!"' > src/hello.lua
```
## Building Your Place
Now that we have a project, one thing we can do is build a Roblox place file for our project. This is a great way to get started with a project quickly with no fuss.
All we have to do is call `rojo build`:
```sh
rojo build -o MyNewProject.rbxlx
```
If you open `MyNewProject.rbxlx` in Roblox Studio now, you should see a `Folder` containing a `ModuleScript` under `ReplicatedStorage`!
!!! info
To generate a binary place file instead, use `rbxl`. Note that support for binary model/place files (`rbxm` and `rbxl`) is very limited in Rojo presently.
## Live-Syncing into Studio
Building a place file is great for starting to work on a game, but for active iteration, you'll want something faster.
In Roblox Studio, make sure the Rojo plugin is installed. If you need it, check out [the installation guide](installation) to learn how to install it.
To expose your project to the plugin, you'll need to start a new **live sync session** from the command line:
```sh
rojo serve
```
You should see output like this in your terminal:
```sh
$ rojo serve
Rojo server listening on port 34872
```
Switch into Roblox Studio and press the **Connect** button on the Rojo plugin toolbar. A dialog should appear:
![Rojo plugin connection dialog](../images/connection-dialog.png)
{: class="feature-image" align="center" }
If the port number doesn't match the output from the command line, change it, and then press **Connect**.
If all went well, you should now be able to change files in the `src` directory and watch them sync into Roblox Studio in real time!
## Uploading Your Place
Aimed at teams that want serious levels of automation, Rojo can upload places to Roblox.com automatically.
You'll need an existing game on Roblox.com as well as the `.ROBLOSECURITY` cookie of an account that has write access to that game.
!!! warning
It's recommended that you set up a Roblox account dedicated to deploying your game instead of your personal account in case your security cookie is compromised.
Generating and publishing your game is as simple as:
```sh
rojo upload --asset_id [PLACE ID] --cookie "[SECURITY COOKIE]"
```
An example project is available on GitHub that deploys to Roblox.com from GitHub and Travis-CI automatically: [https://github.com/LPGhatguy/roads](https://github.com/LPGhatguy/roads)