Saved Sep 27, 2026 by @enviglo: Gifts in the in-game hub
When a player buys in the hub, the hub reports the purchase to Enviglo with your store's key before Roblox finishes it. Enviglo records it and puts the license on the player's Enviglo account. If Enviglo can't be reached at that moment, Roblox offers the purchase again later, and Enviglo counts it once however often it arrives. The purchase shows under **Orders** → **Purchases**, and the product is in the buyer's library straight away.+ Players can also buy a developer product for someone else with **Buy as a gift**, choosing someone in the server or anyone by their Roblox username. The gift is written down with Enviglo just before Roblox's prompt opens, so the purchase goes to the person it's for, and shows under **Orders** → **Purchases** as a gift, with who paid for it. Game passes and free products can't be gifts. Gifts need hub 4.2.0 or newer, and so does the **Buy it as a gift** link on your product pages.+Game passes bought on the Roblox website count too: the hub checks which of your game passes a player owns when they join. That is the one purchase the hub can't ask about first, so if they haven't linked, it waits for their Roblox account until they do. Free products taken with **Get it free** go on the player's account the same way as a purchase, linking included.### Testing in Studio…
The in-game hub is a ready-made Roblox place that sells your store's products in game, in a full-screen store that looks like your store on Enviglo. Your store's secret hub key is already inside it, so there's nothing to paste. This guide takes you from the download to a live hub, and covers what players see and keeping the key safe.
The steps match the In-game hub card in Settings → Integrations, which ticks each one off as Enviglo sees it happen.

Your browser saves a Roblox place file named after your store's address, like enviglo-hub-your-store.rbxlx. Inside it:
The store screen is the whole game: there's no world to walk around, so players don't spawn an avatar.
Leave the scripts, the folder and the settings module where they are. The hub's code is all inside the place, so nothing outside your own experience can stop it working.
Once you've downloaded it, the button reads Download again. Every download makes a new key and switches off the one in the previous file, so only press it when you mean to replace the key. See Replace a leaked key.
If your store came from myPod, your existing hub keeps working: its key isn't switched off by downloading this one. See Coming from myPod.
Publish into the experience your store sells in. Once the hub connects (step 3), the place it runs in becomes your store's place: Buy on Roblox sends buyers there, and once your Roblox experience is connected, Enviglo creates developer products in that place's experience. The card shows the experience it finds, with a link to the place.
Play your published game, or start a server in Studio. The hub connects to Enviglo as soon as it loads, and the card shows the place it connected from and when it was last seen.
The hub lists your published products that have a developer product or a game pass, plus free ones, and drops taking pre-orders. Paid products with neither stay on your Enviglo store only. The card counts how many of your paid products have one, and See the ones that can't be bought yet lists the rest.
There are two ways to give a product its developer product:
Sell with developer products walks through both.
The store fills the screen for everyone as they join, and stays: there's nothing to open or close. It's laid out like your store on the website, in Enviglo's blue:
Roblox's own buttons stay in the top corners; the rest of Roblox's UI (the player list, backpack and chat) is hidden while the store is up. It fits phones, tablets, computers and consoles.
For each product, Enviglo sends the hub its name, summary, description, Robux price, stock and star rating, and Enviglo's own New, Popular or Trending label, the same as on the website. Reviews go through Roblox's text filter before players see them.
Games can only draw images uploaded to Roblox, so a product's picture in the hub comes from, in order:
Your store categories, under Settings → Selling → Store categories, go to the hub too. Changes you make can take a minute to show in game.
The hub also tells Enviglo the Robux prices of your developer products, and Enviglo updates your products to match, so your store shows what players actually pay.
The hub won't sell to a player whose Roblox account isn't linked to an Enviglo account, free products included. The first time they press Buy, the hub offers Link my account, which takes them to Enviglo's verification game. That game gives them a code to type in at enviglo.com/link, signed in or signing up, then asks them to confirm it's their Enviglo account, and sends them straight back to your game with the purchase prompt up for what they were buying.
Linking happens in Enviglo's own game because only it can prove which Roblox account a player is: your game's word, or anyone else's, isn't enough to hand a Roblox account's purchases to an Enviglo account. The only thing for you to set up is Allow Third Party Teleports (step 2).
It costs a buyer about a minute the first time, and never again. What they are paying for is a license and a file to download, and both live on an Enviglo account: held for a Roblox ID alone, a purchase does them no good until they come back for it, and many never do. You get a customer who can reach what they bought, ask you for support and buy again.
When a player buys in the hub, the hub reports the purchase to Enviglo with your store's key before Roblox finishes it. Enviglo records it and puts the license on the player's Enviglo account. If Enviglo can't be reached at that moment, Roblox offers the purchase again later, and Enviglo counts it once however often it arrives. The purchase shows under Orders → Purchases, and the product is in the buyer's library straight away.
Players can also buy a developer product for someone else with Buy as a gift, choosing someone in the server or anyone by their Roblox username. The gift is written down with Enviglo just before Roblox's prompt opens, so the purchase goes to the person it's for, and shows under Orders → Purchases as a gift, with who paid for it. Game passes and free products can't be gifts. Gifts need hub 4.2.0 or newer, and so does the Buy it as a gift link on your product pages.
Game passes bought on the Roblox website count too: the hub checks which of your game passes a player owns when they join. That is the one purchase the hub can't ask about first, so if they haven't linked, it waits for their Roblox account until they do. Free products taken with Get it free go on the player's account the same way as a purchase, linking included.
Purchases in Studio are pretend: Roblox charges nothing, so the hub doesn't send them to Enviglo. The store screen still shows them as bought, with a message saying it was a test, so you can try the whole flow. Nothing appears under Orders. Studio can't send anyone to another game either, so Link my account says so there; it works in your published game.
Everything that follows a sale works as usual: Discord roles and messages, and your webhooks. What buying again does depends on the product's license type: see How selling on Roblox works.
The EnvigloSettings module in ServerStorage holds your key and one setting:
Enum.ProductPurchaseDecision.PurchaseGranted once the player has what they bought.When Enviglo has a newer hub than the one your game runs, the In-game hub card says A new hub is ready. Press Download the new hub and publish it over your place, as in step 2. Your current hub keeps working until you do, and your products, sales and customers carry on as they are. The download has a new key, so publish it soon after downloading.
The key in EnvigloSettings lets whoever has it record sales for your store.
The hub key is separate from your API keys. It isn't listed under API keys, doesn't count towards your plan's API keys, and has no API scopes, so it can't record purchases or check licenses through the API. To do those from your own scripts, make an API key: see API keys.
Your live hub stops working from step 1 until you finish step 2, so do both together.
If you've built on the place since you first published it, you don't need to start over. Only the EnvigloSettings module changes between downloads of the same hub. Open the new file in Studio, copy the source of its EnvigloSettings module into the EnvigloSettings module in your place, and publish your place.
If your store came from myPod, its old hub key is listed under API keys as myPod hub key, and downloading the hub doesn't switch it off. If that key has leaked, revoke it there. Any hub still using it stops working.