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Copy file name to clipboardExpand all lines: README.md
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This repository holds source code for the creator documentation at [create.roblox.com/docs](https://create.roblox.com/docs).
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**Note**: Currently, the repository has guides, tutorials, educational content, and the Engine API reference. Code samples are coming soon.
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**Note**: Currently, the repository has guides, tutorials, educational content, and a read-only version of the Engine API reference.
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If you're unfamiliar with the GitHub contribution process, see [About pull requests](https://docs.github.com/en/pull-requests/collaborating-with-pull-requests/proposing-changes-to-your-work-with-pull-requests/about-pull-requests) and the following video.
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Guides benefit massively from practical, real-world use cases, images, code snippets, and diagrams. Most task-based content should include a numbered list.
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- API reference docs in `.yaml` files in [content/en-us/reference](./content/en-us/reference)
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APIs are entirely reference content and should use functional descriptions, linking to guides where appropriate. More than other content types, reference content should be terse and direct; summaries for properties, methods, events, and callbacks don't need to be full sentences.
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- Tutorials in `.md` files in [content/en-us/tutorials](./content/en-us/tutorials)
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Compared to task-based guides, tutorials are more self-contained and take you from _nothing_ to _something_. This focus on creating something specific means they're typically much more prescriptive than guides. Tutorials often touch multiple features and concepts at the same time, demonstrating the connections between tools and strategies.
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- API reference docs in `.yaml` files in [content/en-us/reference](./content/en-us/reference)
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We provide these files so that you can view the source and use them in your own projects, but we **no longer** accept pull requests on the reference `.yaml` files.
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If your contribution doesn't fit within these categories or covers a particularly narrow subject, it might not be a good fit for the documentation. Consider posting it to the [Roblox developer forum](https://devforum.roblox.com/c/resources/71).
Copy file name to clipboardExpand all lines: content/en-us/cloud-services/data-stores/versioning-listing-and-caching.md
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@@ -123,7 +123,7 @@ You can specify a prefix when listing all data stores or keys, and get back only
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For new experiences, use [listing and prefixes](#listing-and-prefixes) to organize keys in your data store instead of the legacy scopes feature. For existing experiences that use scopes, continue using them.
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Every key in a data store has a default global scope. You can organize keys further by setting a unique string as a scope for the second parameter of `Class.DataStoreService:GetDataStore()|GetDataStore()`. This automatically attaches the scope to the beginning of all keys in all operations done on the data store.
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You can organize keys in a data store further by setting a unique string as a scope for the second parameter of `Class.DataStoreService:GetDataStore()|GetDataStore()`. The default scope (if no scope is given) is `global`. The scope is automatically prepended to the beginning of all keys in all operations done on the data store.
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<table>
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<thead>
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</tbody>
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</table>
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The combination of data store name, scope, and key uniquely identifies a key. All three values are required to identify a key with a scope. For example, you can read a global key named `User_1234` as:
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The combination of data store name, scope, and key uniquely identifies a key. All three values are required to identify a key with a scope. For example, you can read a `global`-scoped key named `User_1234` as:
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```
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<Alertseverity="info">
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When you use the `Class.DataStoreOptions.AllScopes|AllScopes` property, `Class.DataStore:ListKeysAsync()|ListKeysAsync()` returns every key with their scope as the prefix argument, such as `global/player_data_1234` or `houses/house3`. The default scope is `global`.
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When you use the `Class.DataStoreOptions.AllScopes|AllScopes` property, `Class.DataStore:ListKeysAsync()|ListKeysAsync()` returns every key with their scope as the prefix argument, such as `global/player_data_1234` or `houses/house3`. Remember that the default scope is `global`.
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</Alert>
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If you enable the `Class.DataStoreOptions.AllScopes|AllScopes` property and create a new key in the data store, you must always specify a scope for that key in the format of scope/keyname. If you don't, the APIs throw an error. For example, `gold/player_34545` is acceptable with gold as the scope, but `player_34545` leads to an error.
Copy file name to clipboardExpand all lines: content/en-us/effects/particle-emitters.md
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### Rate
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The `Class.ParticleEmitter.Rate|Rate` property sets the number of particles that emit per second. A single particle emitter can create up to 500 particles per second. For best performance, keep the particle rate as low as possible and experiment with [size](#size) and [other properties](#other-properties) to achieve the desired visual effect.
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The `Class.ParticleEmitter.Rate|Rate` property sets the number of particles that emit per second. A single particle emitter can create up to 400 particles per second (100 per second on mobile). For best performance, keep the particle rate as low as possible and experiment with [size](#size) and [other properties](#other-properties) to achieve the desired visual effect.
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Particle count can impact performance due to overdraw, especially when particles are overlapping. The more layers of transparent effects on screen, the more costly it is on the GPU.
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