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rojo/docs/sync-details.md
2018-05-26 16:41:38 -07:00

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# Sync Details
This page aims to describe how Rojo turns files on the filesystem into Roblox objects.
## Folders
Any directory on the filesystem will turn into a `Folder` instance in Roblox, unless that folder matches the name of a service or other existing instance. In those cases, that instance will be preserved.
## Scripts
Rojo can represent `ModuleScript`, `Script`, and `LocalScript` objects. The default script type is `ModuleScript`, since most scripts in well-structued Roblox projects will be modules.
| File Name | Instance Type |
| -------------- | -------------- |
| `*.server.lua` | `Script` |
| `*.client.lua` | `LocalScript` |
| `*.lua` | `ModuleScript` |
If a directory contains a file named `init.server.lua`, `init.client.lua`, or `init.lua`, that folder will be transformed into a `*Script` instance with the conents of the `init` file. This can be used to create scripts inside of scripts.
For example, this file tree:
* my-game
* init.client.lua
* foo.lua
Will turn into these instances in Roblox:
![Example of Roblox instances](/images/sync-example.png)
## Models
Rojo supports a JSON model format for representing simple models. It's designed for instance types like `BindableEvent` or `Value` objects, and is not suitable for larger models.
Rojo JSON models are stored in `.model.json` files.
!!! info
In the future, Rojo will support `.rbxmx` models. See [issue #7](https://github.com/LPGhatguy/rojo/issues/7) for more details and updates on this feature.
JSON model files are strict, with every property being required. They look like this:
`hello.model.json`
```json
{
"Name": "hello",
"ClassName": "Model",
"Children": [
{
"Name": "Some Part",
"ClassName": "Part",
"Children": [],
"Properties": {}
},
{
"Name": "Some StringValue",
"ClassName": "StringValue",
"Children": [],
"Properties": {
"Value": {
"Type": "String",
"Value": "Hello, world!"
}
}
}
],
"Properties": {}
}
```