

Enviglo's own store, run by the team behind the marketplace. Anything we make ourselves l…
EnvigloLicenses checks what a player owns from your Enviglo store, from your own game's server scripts. It's the same check as Check licenses in your game, done for you: caching, retries and every product at once.
local EnvigloLicenses = require(game.ServerScriptService.EnvigloLicenses)
Players.PlayerAdded:Connect(function(player)
if EnvigloLicenses.owns(player, "YOUR_PRODUCT_ID") then
giveVipTools(player)
end
end)
copies counts licenses for products that can be bought more than once, and isBanned tells you if you've banned the player. A banned player owns nothing.nil, not false, so a hiccup never takes something away from a player who owns it.enviglo_api_key with the domain enviglo.com: in Creator Hub, under your experience's Secrets, and for testing in Studio under Game Settings → Security → Secrets. The module finds it itself. Or call once from a server script.EnvigloLicenses.configure({ apiKey = "..." })Keep it on the server: it holds your API key, so never put it in ReplicatedStorage or require it from a LocalScript. It refuses to run on the client.
owns(player, productId): whether they own it right now.ownsDeveloperProduct(player, id) and ownsGamePass(player, id): the same, by Roblox ID.copies(player, productId): how many licenses they hold.owned(player): everything they own from your store.isBanned(player): whether you've banned them.refresh(player): forget their saved answer, for example after a purchase in your game.Each one returns nil if Enviglo couldn't be asked. Players find their licenses through the Enviglo account their Roblox account is linked to, so something they got on the website counts once they've linked Roblox.
Instant delivery
Free. One click adds it to your library. Files download from your library, yours for good.




Instant delivery
Free. One click adds it to your library. Files download from your library, yours for good.



