Roblox UtilitiesDevlHub Roblox Documentation

Merch Booth

The Merch Booth module lets you sell avatar assets, passes, and products directly in a game.

The MerchBooth developer module lets you offer avatar assets, passes, and developer products for sale directly within your game. Players can browse items, preview assets on their own avatar, purchase items, and instantly use or equip them — all without leaving your game. This can help you monetize your game and gain revenue through the 40% affiliate fee associated with selling other creators' items.

To offer assets created by third parties in the merch booth, make sure Allow Third Party Sales is enabled from the Security section of Studio's Experience Settings window. If this setting is disabled, you will not be able to sell UGC assets created by other users.

Module usage#

Installation#

To use the MerchBooth module in a game:

  1. From Studio's Window menu or Home tab toolbar, open the Toolbox and select the Creator Store tab.

  2. Make sure the Models sorting is selected, then click the See All button for Categories.

  3. Locate and click the Packages tile.

  4. Locate the Merch Booth module and click it, or drag-and-drop it into the 3D view.

  5. In the Explorer window, move the entire MerchBooth model into ReplicatedStorage. Upon running the game the module will begin running.

Configuration#

The module is preconfigured to work for most use cases, but it can be easily customized through the configure function. For example, to create a lighter theme and disable the default Filter button in the upper-left area of the catalog view:

  1. In StarterPlayerScripts, create a new LocalScript and rename it to ConfigureMerchBooth.

  2. Paste the following code into the new script.

    Luau
    local ReplicatedStorage = game:GetService("ReplicatedStorage")
    
    local MerchBooth = require(ReplicatedStorage.MerchBooth)
    
    MerchBooth.configure({
        backgroundColor = Color3.fromRGB(220, 210, 200),
        textSize = 17,
        textFont = Enum.Font.Fondamento,
        textColor = Color3.fromRGB(20, 20, 20),
        useFilters = false
    })

Add items#

What's a merch booth without merch? The following sections outline how to add avatar assets, passes, and developer products to your merch booth.

Avatar assets#

Items such as clothing and accessories must be added through their asset ID located on the item's detail page in the Avatar Shop.

  1. Create a Script within ServerScriptService and paste in the following code.

    Luau
    local ReplicatedStorage = game:GetService("ReplicatedStorage")
    
    local MerchBooth = require(ReplicatedStorage.MerchBooth)
    
    local items = {
    
    }
    
    for _, assetId in items do
        local success, errorMessage = pcall(function()
            MerchBooth.addItemAsync(assetId)
        end)
        if not success then
            warn(errorMessage)
        end
    end
  2. Copy item asset IDs from their Avatar Shop website URL. For example, the ID of Roblox Baseball Cap is 607702162.

  3. Paste each copied ID into a comma-delimited list within the items table. By default, items appear in the catalog view in alphabetical order, but you can customize sorting using setCatalogSort.

    Luau
    local ReplicatedStorage = game:GetService("ReplicatedStorage")
    
    local MerchBooth = require(ReplicatedStorage.MerchBooth)
    
    local items = {
        607702162, -- Roblox Baseball Cap
        4819740796, -- Robox
        1374269, -- Kitty Ears
        11884330, -- Nerd Glasses
        10476359, -- Paper Hat
    }
    
    for _, assetId in items do
        local success, errorMessage = pcall(function()
            MerchBooth.addItemAsync(assetId)
        end)
        if not success then
            warn(errorMessage)
        end
    end

This example uses assets owned by the Roblox account, but a thriving marketplace of incredible community-made assets is available here.

Passes#

Adding passes requires pass IDs which can be located in the Creator Dashboard.

  1. Create a Script within ServerScriptService and paste in the following code.

    Luau
    local ReplicatedStorage = game:GetService("ReplicatedStorage")
    
    local MerchBooth = require(ReplicatedStorage.MerchBooth)
    
    local items = {
    
    }
    
    for _, assetId in items do
        local success, errorMessage = pcall(function()
            MerchBooth.addItemAsync(assetId)
        end)
        if not success then
            warn(errorMessage)
        end
    end
  2. Navigate to the Creator Dashboard and select the game.

  3. In the left column, under Monetization, select Passes.

  4. Hover over a pass' thumbnail, click the ⋯ button, and select Copy Asset ID from the context menu.

  5. Paste each copied ID into a comma-delimited list within the items table and include InfoType.GamePass as the second parameter for addItemAsync to indicate that the items are passes. By default, items will appear in the catalog view in alphabetical order, but sorting can be customized via setCatalogSort.

    Luau
    local ReplicatedStorage = game:GetService("ReplicatedStorage")
    
    local MerchBooth = require(ReplicatedStorage.MerchBooth)
    
    local items = {
        4343758, -- ColdFyre Armor
        28521575, -- Slime Shield
    }
    
    for _, assetId in items do
        local success, errorMessage = pcall(function()
            MerchBooth.addItemAsync(assetId, Enum.InfoType.GamePass)
        end)
        if not success then
            warn(errorMessage)
        end
    end

Developer Products#

Adding developer products requires product IDs which can be located in the Creator Dashboard.

  1. Create a Script within ServerScriptService and paste in the following code.

    Luau
    local ReplicatedStorage = game:GetService("ReplicatedStorage")
    
    local MerchBooth = require(ReplicatedStorage.MerchBooth)
    
    local items = {
    
    }
    
    for _, assetId in items do
        local success, errorMessage = pcall(function()
            MerchBooth.addItemAsync(assetId)
        end)
        if not success then
            warn(errorMessage)
        end
    end
  2. Navigate to the Creator Dashboard and select the game.

  3. In the left column, under Monetization, select Developer Products.

  4. Hover over a product's thumbnail, click the ⋯ button, and select Copy Asset ID from the context menu.

  5. Paste each copied ID into a comma-delimited list within the items table and include InfoType.Product as the second parameter for addItemAsync to indicate that the items are developer products. By default, items appear in the catalog view in alphabetical order, but you can customize sorting using setCatalogSort.

    Luau
    local ReplicatedStorage = game:GetService("ReplicatedStorage")
    
    local MerchBooth = require(ReplicatedStorage.MerchBooth)
    
    local items = {
        1236602053, -- Mana Refill
        1257880672, -- Healing Potion
    }
    
    for _, assetId in items do
        local success, errorMessage = pcall(function()
            MerchBooth.addItemAsync(assetId, Enum.InfoType.Product)
        end)
        if not success then
            warn(errorMessage)
        end
    end

Custom catalog button#

By default, a right-side catalog button lets players open the booth at any time.

In some cases, it may be useful to remove this button and connect your own:

  1. Create a new button as outlined in Buttons.

  2. Create a LocalScript as a child of the button object.

  3. Paste the following code into the new script.

    Luau
    local ReplicatedStorage = game:GetService("ReplicatedStorage")
    
    local MerchBooth = require(ReplicatedStorage.MerchBooth)
    
    -- Remove the default catalog button
    MerchBooth.toggleCatalogButton(false)
    
    -- Connect the custom button
    script.Parent.Activated:Connect(function()
        MerchBooth.openMerchBooth()
    end)

Shoppable regions#

A helpful way to drive purchases in your game is to automatically show the merch booth when a player enters an area.

To create a shoppable region:

  1. Create an Anchored block that encompasses the detection region. Make sure the block is tall enough to collide with the PrimaryPart of character models (HumanoidRootPart by default).

    Block to detect when players approach the front of the shop counter
  2. Using the Tags section of the block's properties, apply the tag ShopRegion to the block so that CollectionService detects it.

  3. Set the part's Transparency to the maximum to hide it from players in the game. Also disable its CanCollide and CanQuery properties so that objects do not physically collide with it and raycasts do not detect it.

  1. Insert a new LocalScript under StarterPlayerScripts.

  2. In the new script, paste the following code which uses the Touched and TouchEnded events to detect when characters enter/leave the region and calls openMerchBooth and closeMerchBooth to open/close the booth GUI.

    Luau
    local Players = game:GetService("Players")
    local ReplicatedStorage = game:GetService("ReplicatedStorage")
    local CollectionService = game:GetService("CollectionService")
    
    local MerchBooth = require(ReplicatedStorage.MerchBooth)
    
    -- Remove the default catalog button
    MerchBooth.toggleCatalogButton(false)
    
    local function setupRegion(region: BasePart)
        region.Touched:Connect(function(otherPart)
            local character = Players.LocalPlayer.Character
            if character and otherPart == character.PrimaryPart then
                MerchBooth.openMerchBooth()
            end
        end)
    
        region.TouchEnded:Connect(function(otherPart)
            local character = Players.LocalPlayer.Character
            if character and otherPart == character.PrimaryPart then
                MerchBooth.closeMerchBooth()
            end
        end)
    end
    
    -- Iterate through existing tagged shop regions
    for _, region in CollectionService:GetTagged("ShopRegion") do
        setupRegion(region)
    end
    -- Detect when non-streamed shop regions stream in
    CollectionService:GetInstanceAddedSignal("ShopRegion"):Connect(setupRegion)

Proximity prompts#

As an alternative to the 2D catalog view, you can add proximity prompts over in-game objects. This encourages players to discover items in the 3D environment, preview them on their own avatar, purchase them, and instantly equip them. See addProximityButton for details.

If a player has opened an item view through a proximity prompt, it automatically closes when the player moves further away from the prompt object than its activation distance. If you want to keep the booth open regardless of the player's distance from the prompt, set closeWhenFarFromPrompt to false in a configure call.

Change the equip effect#

By default, the merch booth shows a generic sparkle effect when a player equips an item from it. To change the effect, set particleEmitterTemplate to your own instance of a ParticleEmitter in a configure call.

Luau
local ReplicatedStorage = game:GetService("ReplicatedStorage")

local MerchBooth = require(ReplicatedStorage.MerchBooth)

local myParticleEmitter = Instance.new("ParticleEmitter")
myParticleEmitter.SpreadAngle = Vector2.new(22, 22)
myParticleEmitter.Lifetime = NumberRange.new(0.5, 1.5)
myParticleEmitter.Shape = Enum.ParticleEmitterShape.Sphere
myParticleEmitter.Transparency = NumberSequence.new(0, 1)
myParticleEmitter.RotSpeed = NumberRange.new(200, 200)

MerchBooth.configure({
	particleEmitterTemplate = myParticleEmitter
})

GUI visibility#

By default, the merch booth hides all ScreenGuis and CoreGuis when its UI appears, including the chat, leaderboard, and others included by Roblox. If you want to disable this behavior, set hideOtherUis to false in a configure call.

Luau
local ReplicatedStorage = game:GetService("ReplicatedStorage")

local MerchBooth = require(ReplicatedStorage.MerchBooth)

MerchBooth.configure({
	hideOtherUis = false
})

Character movement#

It can be advantageous to prevent a character from moving while they are in the merch booth. This can be done by setting disableCharacterMovement to true in a configure call.

Luau
local ReplicatedStorage = game:GetService("ReplicatedStorage")

local MerchBooth = require(ReplicatedStorage.MerchBooth)

MerchBooth.configure({
	disableCharacterMovement = true
})

API reference#

Types#

Item#

Items in the merch booth are represented by a dictionary with the following key-value pairs. Items can be gathered through the getItems function or the itemAdded event.

Key Type Description
assetId number Catalog ID of the item, as passed to addItemAsync.
title string Item title as it appears in the catalog.
price number Item price in Robux.
description string Item description as it appears in the catalog.
assetType string String representing the item's accessory type.
isOwned bool Whether the current player owns the item.
creatorName string Item creator as shown in the catalog.
creatorType CreatorType Creator type for the item.

Enums#

MerchBooth.Controls#

Used along with setControlKeyCodes to customize the keys and gamepad buttons for interacting with the merch booth.

Name Summary
ProximityPrompts Key and/or gamepad button to open the item view when proximity prompts are configured.
OpenMerchBooth Key and/or gamepad button to open the merch booth.
CloseMerchBooth Key and/or gamepad button to close the merch booth.
Filter Key and/or gamepad button to use the default Filter pulldown in the upper-left area of the catalog view.
ViewItem Key and/or gamepad button to open a specific merch booth item view.
Luau
local ReplicatedStorage = game:GetService("ReplicatedStorage")

local MerchBooth = require(ReplicatedStorage.MerchBooth)

MerchBooth.setControlKeyCodes(MerchBooth.Controls.ProximityPrompts, {
	keyboard = Enum.KeyCode.Q,
	gamepad = Enum.KeyCode.ButtonL1
})

Functions#

configure#

configure(config: table)

Overrides default client-side configuration options through the following keys/values in the config table. This function can only be called from a LocalScript.

Appearance

Key Description Default
backgroundColor Main background color of the window (Color3). [0, 0, 0]
cornerRadius Corner radius for the main window (UDim). (0, 16)
cornerRadiusSmall Corner radius for elements inside the window (UDim). (0, 8)
textFont Font of "main text" such as prices, descriptions, and other general info (Font). Gotham
textSize Size of the main text. 14
textColor Color of the main text (Color3). [255, 255, 255]
secondaryTextColor Color used for some variations of the main text (Color3). [153, 153, 158]
headerFont Font of the header text used for the window title (Font). GothamMedium
headerTextSize Size of the header text used for the window title. 18
titleFont Font of the title text used for item names on the item detail page (Font). GothamBold
titleTextSize Size of the title text used for item names on the item detail page. 28
buttonColor Background color for larger buttons in a clickable state, such as the main purchase button in item view (Color3). [255, 255, 255]
buttonTextColor Text color for larger buttons in a clickable state, such as the main purchase button in item view (Color3). [0, 0, 0]
secondaryButtonColor Background color for smaller buttons such as the price buttons in catalog view or the Try On button (Color3). [34, 34, 34]
secondaryButtonTextColor Text color for smaller buttons such as the price buttons in catalog view or the Try On button (Color3). [255, 255, 255]
inactiveButtonColor Background color for all buttons in an un-clickable state (Color3). [153, 153, 158]
inactiveButtonTextColor Text color for all buttons in an un-clickable state (Color3). [255, 255, 255]
particleEmitterTemplate Optional custom ParticleEmitter instance that appears and plays on equip.

Proximity Prompts

Key Description Default
proximityButtonActivationDistance Maximum distance a player's character can be from the prompt adornee for the prompt to appear. 10
proximityButtonExclusivity ProximityPromptExclusivity specifying which prompts can be shown at the same time. OnePerButton
proximityButtonOffset Pixel offset applied to the prompt's UI (Vector2). (0, 0)
proximityButtonPulseCount How many "pulses" occur around proximity buttons before stopping. 3

Behavior

Key Description Default
useFilters Toggles on/off the Filter button shown in the catalog. true
disableCharacterMovement If true, prevents character from moving while the merch booth is open. false
hideOtherUis If true, the merch booth hides all ScreenGuis and CoreGuis when its UI appears. true
closeWhenFarFromPrompt If true and if the player has opened an item view through a proximity prompt, the merch booth will automatically close when the player moves further away from the prompt object than its activation distance. true
Luau
local ReplicatedStorage = game:GetService("ReplicatedStorage")

local MerchBooth = require(ReplicatedStorage.MerchBooth)

MerchBooth.configure({
	backgroundColor = Color3.fromRGB(255, 255, 255),
	textSize = 16,
	textFont = Enum.Font.Roboto,
	textColor = Color3.fromRGB(20, 20, 20),
	hideOtherUis = false,
})

addItemAsync#

addItemAsync(assetId: number, productType: InfoType, hideFromCatalog: boolean)

Asynchronously adds an item to the merch booth so that it's eligible for purchase in the game. assetId is the item's asset ID, productType is the item's InfoType enum, and hideFromCatalog can be used to hide the item in the catalog view.

See Adding Items for details, as usage varies slightly for assets versus game passes or developer products.

This function can only be called from a Script and it performs an asynchronous network call that may occasionally fail. As shown below, it's recommended that it be wrapped in LuaGlobals.pcall() to catch and handle errors.

Luau
local ReplicatedStorage = game:GetService("ReplicatedStorage")

local MerchBooth = require(ReplicatedStorage.MerchBooth)

local items = {
	607702162, -- Roblox Baseball Cap
	4819740796, -- Robox
	1374269, -- Kitty Ears
	11884330, -- Nerd Glasses
	10476359, -- Paper Hat
}

for _, assetId in items do
	local success, errorMessage = pcall(function()
		MerchBooth.addItemAsync(assetId)
	end)
	if not success then
		warn(errorMessage)
	end
end
Luau
local ReplicatedStorage = game:GetService("ReplicatedStorage")

local MerchBooth = require(ReplicatedStorage.MerchBooth)

local items = {
	4343758, -- ColdFyre Armor
	28521575, -- Slime Shield
}

for _, assetId in items do
	local success, errorMessage = pcall(function()
		MerchBooth.addItemAsync(assetId, Enum.InfoType.GamePass)
	end)
	if not success then
		warn(errorMessage)
	end
end
Luau
local ReplicatedStorage = game:GetService("ReplicatedStorage")

local MerchBooth = require(ReplicatedStorage.MerchBooth)

local items = {
	1236602053, -- Mana Refill
	1257880672, -- Healing Potion
}

for _, assetId in items do
	local success, errorMessage = pcall(function()
		MerchBooth.addItemAsync(assetId, Enum.InfoType.Product)
	end)
	if not success then
		warn(errorMessage)
	end
end

getItems#

getItems(): table

Returns a dictionary representing all of the currently registered items. Each key is an item's asset ID as a string, and each key's value is an Item. This function can only be called from a Script.

Luau
local ReplicatedStorage = game:GetService("ReplicatedStorage")

local MerchBooth = require(ReplicatedStorage.MerchBooth)

local success, errorMessage = pcall(function()
	MerchBooth.addItemAsync(4819740796)
end)
if success then
	local items = MerchBooth.getItems()
	print(items)
end

removeItem#

removeItem(assetId: number)

Unregisters an item previously added with addItemAsync, removing its tile in the catalog view and any proximity prompts assigned to it. This function can only be called from a Script.

Luau
local ReplicatedStorage = game:GetService("ReplicatedStorage")

local MerchBooth = require(ReplicatedStorage.MerchBooth)

local success, errorMessage = pcall(function()
	MerchBooth.addItemAsync(4819740796)
end)
if success then
	-- After some time, remove the item
	task.wait(5)
	MerchBooth.removeItem(4819740796)
end

addProximityButton#

addProximityButton(adornee: BasePart|Model|Attachment, assetId: number)

Adds a proximity prompt over the given adornee that will trigger the display of an item's purchase view, given its asset ID. This can be used as an alternative to the 2D catalog view, encouraging players to discover items in the 3D environment.

Note that an item must be added via addItemAsync before a proximity button can be assigned to it. See also removeProximityButton to remove the proximity prompt from an object.

When implementing proximity prompts, you may want to remove the catalog button to eliminate its usage in opening the booth.

Luau
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Workspace = game:GetService("Workspace")

local MerchBooth = require(ReplicatedStorage.MerchBooth)

local success, errorMessage = pcall(function()
	MerchBooth.addItemAsync(4819740796)
end)
if success then
	local item = Workspace:FindFirstChild("Robox")
	if item then
		MerchBooth.addProximityButton(item, 4819740796)
	end
end

removeProximityButton#

removeProximityButton(adornee: BasePart|Model|Attachment)

Removes a proximity prompt generated through addProximityButton. This function can only be called from a Script.

Luau
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Workspace = game:GetService("Workspace")

local MerchBooth = require(ReplicatedStorage.MerchBooth)

local success, errorMessage = pcall(function()
	MerchBooth.addItemAsync(4819740796)
end)
if success then
	local item = Workspace:FindFirstChild("Robox")
	if item then
		MerchBooth.addProximityButton(item, 4819740796)
	end

	-- After some time, remove the prompt
	task.wait(5)
	MerchBooth.removeProximityButton(item)
end

setCatalogSort#

setCatalogSort(sortFunction: function): boolean

Sets the sorting function sortFunction to be used in the catalog view. The provided sorting function can use logic based on Item info such as price or title. This function can only be called from a LocalScript.

Here are some examples for sorting the catalog:

Luau
local ReplicatedStorage = game:GetService("ReplicatedStorage")

local MerchBooth = require(ReplicatedStorage.MerchBooth)

MerchBooth.setCatalogSort(function(a, b)
	return a.price < b.price
end)
Luau
local ReplicatedStorage = game:GetService("ReplicatedStorage")

local MerchBooth = require(ReplicatedStorage.MerchBooth)

MerchBooth.setCatalogSort(function(a, b)
	return a.price > b.price
end)
Luau
local ReplicatedStorage = game:GetService("ReplicatedStorage")

local MerchBooth = require(ReplicatedStorage.MerchBooth)

MerchBooth.setCatalogSort(function(a, b)
	return if a.price == b.price then a.title < b.title else a.price < b.price
end)

setControlKeyCodes#

setControlKeyCodes(control: MerchBooth.Controls, keyCodes: table)

Configures the key and button values for interactions with the merch booth. The first parameter must be a MerchBooth.Controls enum and the second parameter a table containing the keys keyboard and/or gamepad with corresponding KeyCode enums.

Enum (control) Default keyCodes Keys/Values
MerchBooth.Controls.ProximityPrompts keyboard = Enum.KeyCode.E
gamepad = Enum.KeyCode.ButtonY
MerchBooth.Controls.OpenMerchBooth gamepad = Enum.KeyCode.ButtonY
MerchBooth.Controls.CloseMerchBooth gamepad = Enum.KeyCode.ButtonB
MerchBooth.Controls.Filter gamepad = Enum.KeyCode.ButtonX
MerchBooth.Controls.ViewItem gamepad = Enum.KeyCode.ButtonA
Luau
local ReplicatedStorage = game:GetService("ReplicatedStorage")

local MerchBooth = require(ReplicatedStorage.MerchBooth)

MerchBooth.setControlKeyCodes(MerchBooth.Controls.ProximityPrompts, {
	keyboard = Enum.KeyCode.Q,
	gamepad = Enum.KeyCode.ButtonL1,
})

openMerchBooth#

openMerchBooth()

Opens the merch booth window (if closed) and navigates to the catalog view. This function can only be called from a LocalScript.

Luau
local ReplicatedStorage = game:GetService("ReplicatedStorage")

local MerchBooth = require(ReplicatedStorage.MerchBooth)

local success, errorMessage = pcall(function()
	MerchBooth.addItemAsync(assetId)
end)
if not success then
	warn(errorMessage)
end

MerchBooth.openMerchBooth()

openItemView#

openItemView(itemId: number)

Navigates to the single item view of the given itemId, opening the merch booth window if it is currently closed. This function can only be called from a LocalScript.

Luau
local ReplicatedStorage = game:GetService("ReplicatedStorage")

local MerchBooth = require(ReplicatedStorage.MerchBooth)

local success, errorMessage = pcall(function()
	MerchBooth.addItemAsync(4819740796)
end)
if success then
	MerchBooth.openItemView(4819740796)
end

toggleCatalogButton#

toggleCatalogButton(enabled: boolean)

Toggles on/off the catalog button on the right side of the screen. This is useful when implementing a custom button or limiting the merch booth's appearance to regions or proximity prompts. Can only be called from a LocalScript.

Luau
local ReplicatedStorage = game:GetService("ReplicatedStorage")

local MerchBooth = require(ReplicatedStorage.MerchBooth)

MerchBooth.toggleCatalogButton(false)

isMerchBoothOpen#

isMerchBoothOpen(): Tuple

Returns true if either the catalog or the item view is open. If the item view is open, the item's asset ID is returned as the second value. This function can only be called from a LocalScript.

Luau
local ReplicatedStorage = game:GetService("ReplicatedStorage")

local MerchBooth = require(ReplicatedStorage.MerchBooth)

local success, errorMessage = pcall(function()
	MerchBooth.addItemAsync(4819740796)
end)
if success then
	MerchBooth.openItemView(4819740796)

	local isOpen, itemId = MerchBooth.isMerchBoothOpen()
	print(isOpen, itemId)
end

closeMerchBooth#

closeMerchBooth()

Closes the merch booth window. This function can only be called from a LocalScript.

Luau
local ReplicatedStorage = game:GetService("ReplicatedStorage")

local MerchBooth = require(ReplicatedStorage.MerchBooth)

MerchBooth.closeMerchBooth()

isMerchBoothEnabled#

isMerchBoothEnabled(): boolean

This function may be used in tandem with setEnabled to check whether the merch booth is currently enabled or not. Can only be called from a LocalScript.

setEnabled#

setEnabled(enabled: boolean)

Sets whether the entire merch booth is enabled or not. When disabled, this function removes the entire UI, including proximity prompts, and disconnects all events. This function can only be called from a LocalScript.

Luau
local ReplicatedStorage = game:GetService("ReplicatedStorage")

local MerchBooth = require(ReplicatedStorage.MerchBooth)

local isEnabled = MerchBooth.isMerchBoothEnabled()
if isEnabled then
	MerchBooth.setEnabled(false)
end

Events#

itemAdded#

Fires when an item is added through addItemAsync. This event can only be connected in a Script.

Parameters
assetId: number Item asset ID.
itemInfo: table Dictionary of Item info such as price or title.
Luau
local ReplicatedStorage = game:GetService("ReplicatedStorage")

local MerchBooth = require(ReplicatedStorage.MerchBooth)

MerchBooth.itemAdded:Connect(function(assetId, itemInfo)
	print("Item added with asset ID of", assetId)
	print(itemInfo)
end)

itemRemoved#

Fires when an item is removed through removeItem. This event can only be connected in a Script.

Parameters
assetId: number Item asset ID.
Luau
local ReplicatedStorage = game:GetService("ReplicatedStorage")

local MerchBooth = require(ReplicatedStorage.MerchBooth)

MerchBooth.itemRemoved:Connect(function(assetId)
	print("Item removed with asset ID of", assetId)
end)

merchBoothOpened#

Fires when either the catalog or item detail view are opened.

Luau
local ReplicatedStorage = game:GetService("ReplicatedStorage")

local MerchBooth = require(ReplicatedStorage.MerchBooth)

MerchBooth.merchBoothOpened:Connect(function()
	print("Booth view opened")
end)

merchBoothClosed#

Fires when either the catalog or item detail view are closed.

Luau
local ReplicatedStorage = game:GetService("ReplicatedStorage")

local MerchBooth = require(ReplicatedStorage.MerchBooth)

MerchBooth.merchBoothClosed:Connect(function()
	print("Booth view closed")
end)

catalogViewOpened#

Fires when the catalog view is opened.

Luau
local ReplicatedStorage = game:GetService("ReplicatedStorage")

local MerchBooth = require(ReplicatedStorage.MerchBooth)

MerchBooth.catalogViewOpened:Connect(function()
	print("Catalog view opened")
end)

catalogViewClosed#

Fires when the catalog view is closed.

Luau
local ReplicatedStorage = game:GetService("ReplicatedStorage")

local MerchBooth = require(ReplicatedStorage.MerchBooth)

MerchBooth.catalogViewClosed:Connect(function()
	print("Catalog view closed")
end)

itemViewOpened#

Fires when the item detail view is opened.

Luau
local ReplicatedStorage = game:GetService("ReplicatedStorage")

local MerchBooth = require(ReplicatedStorage.MerchBooth)

MerchBooth.itemViewOpened:Connect(function()
	print("Item view opened")
end)

itemViewClosed#

Fires when the item detail view is closed.

Luau
local ReplicatedStorage = game:GetService("ReplicatedStorage")

local MerchBooth = require(ReplicatedStorage.MerchBooth)

MerchBooth.itemViewClosed:Connect(function()
	print("Item view closed")
end)