Cleaning up your code with a roblox linter

You might not realize it yet, but using a roblox linter is probably the easiest way to stop pulling your hair out over broken scripts. We've all been there: you spend three hours trying to figure out why a GUI button isn't firing, only to realize you spelled "PlayerGui" with a lowercase 'g' or forgot a single end at the bottom of a nested loop. It's frustrating, it's a time sink, and honestly, it's totally avoidable.

When you're deep in the zone, cranking out code for a new combat system or a complex inventory UI, your brain is moving faster than your fingers. Mistakes happen. A linter is basically just a program that acts as a second pair of eyes, scanning your code for errors, weird syntax, or even just bad habits before you ever hit the "Play" button in Studio. It's like having a very quiet, very smart friend hovering over your shoulder, pointing out typos before they turn into game-breaking bugs.

Why bother with linting anyway?

If you're just starting out, you might think a roblox linter sounds like something only "pro" developers use. That couldn't be further from the truth. In fact, beginners probably get the most value out of them. When you're learning Luau, the rules can feel a bit arbitrary. Having a tool that instantly highlights a line and says, "Hey, this variable isn't defined anywhere," saves you from the cycle of crashing, checking the output log, and scratching your head.

But even for the veterans, it's about efficiency. Think about how much time you spend debugging. If you could cut that time down by even 20%, you'd be finishing your projects weeks earlier. Linters catch the "invisible" stuff too—like shadowed variables, where you accidentally name a local variable the same thing as a global one, causing all sorts of weird behavior that's a nightmare to track down manually.

It also helps with code smells. You know, those parts of your script that aren't technically "broken" but are just messy. Maybe you have an unused variable sitting there taking up mental space, or maybe you're using an outdated function that Roblox might deprecate soon. A good linter setup will flag those for you, keeping your codebase lean and mean.

The best tools for the job

For a long time, we didn't have many great options for Roblox specifically. We had generic Lua linters, but those didn't understand the specific "flavor" of Luau or the built-in globals like game, workspace, or script. Thankfully, that's changed.

Nowadays, Selene is pretty much the gold standard if you're working outside of Roblox Studio (like in VS Code). It's incredibly fast because it's written in Rust, and it's built specifically with Roblox in mind. It knows what the standard library looks like and it won't yell at you for using task.wait() instead of wait(). In fact, it'll probably encourage you to use the former because it's better practice.

Then there's StyLua. While technically a formatter rather than a linter, the two go hand-in-hand. While your linter tells you what is wrong, StyLua fixes how it looks. If you're working on a team, or even if you just want your code to look consistent, using these together is a game changer. No more arguing about tabs versus spaces or where the brackets should go; the tools just handle it for you.

Getting things set up in VS Code

If you've made the jump to using VS Code with Rojo, setting up a roblox linter is a breeze. You usually just grab the Selene extension and drop a configuration file into your project folder. The beauty of this setup is that you get those little red and yellow squiggly lines in real-time. You don't have to wait to run the game to know you messed up.

Most people use a selene.toml file to customize the rules. Maybe you don't care about a certain type of warning—you can just turn it off. Or maybe you want to be super strict to ensure your code is top-tier. You can do that too. It's all about making the tool work for your specific workflow rather than forcing you to change how you like to code.

I've found that once you get used to the feedback loop of a linter, it's really hard to go back. It's almost like the code starts to feel "naked" without those helpful hints. It gives you a certain level of confidence when you finally do sync your code back into Roblox Studio. You already know the syntax is solid, so you can focus on testing the actual gameplay logic.

Does Roblox Studio have its own?

Actually, yes. Roblox has been putting a ton of work into their built-in Script Analysis tool. If you open the "View" tab in Studio and click "Script Analysis," you'll see a window that lists errors and warnings for your entire place. It's gotten a lot more powerful since the introduction of Luau's type-checking system.

If you add --!strict or --!nonstrict to the top of your scripts, you're essentially turning on Roblox's internal linter. The "strict" mode is particularly cool because it forces you to define what your data types are. It might feel like a chore at first, but it prevents a whole category of bugs where you try to perform math on a string or call a method on a nil value.

The built-in tool is great because it requires zero setup. It's just there. However, it still lacks some of the deeper "style" checks that external tools like Selene offer. That's why a lot of high-end developers use both—they use Studio's analysis for immediate type-checking and an external roblox linter for project-wide consistency and catching more subtle logic flaws.

Working with a team

If you're working on a game with other people, a roblox linter isn't just a suggestion—it's a necessity. Everyone has their own way of writing code. Some people like short variable names, some like long ones. Some people nest their if-statements six levels deep, while others prefer early returns.

Without a linter and a formatter, a shared codebase quickly turns into a "franken-script" that's impossible to read. By enforcing a set of rules through a linter, you ensure that whoever opens the script next can actually understand what's going on. It removes the "ego" from coding. It's not about "my way" or "your way"; it's about what the linter says is acceptable for the project.

It also makes code reviews way faster. Instead of spending time pointing out missing semicolons or inconsistent naming conventions, you can focus on the actual architecture of the game. "Is this data store setup efficient?" is a much better conversation to have than "You forgot a local keyword on line 42."

The psychological boost

There's a weird psychological benefit to using a roblox linter that people don't talk about much. Coding can be stressful, especially when you're hitting walls and can't figure out why something isn't working. That feeling of "I'm a bad programmer" often creeps in when you realize you spent an hour on a typo.

A linter catches those "dumb" mistakes instantly. Because the feedback is immediate, you don't have time to get frustrated. You just fix it and move on. It keeps you in the "flow state" longer. You start to trust your environment more, knowing that if you make a basic slip-up, the editor has your back.

It also encourages you to learn more about the language. When a linter flags a "deprecated" function, it usually suggests a newer, better way to do things. You end up learning the best practices of Luau just by reacting to the warnings. It's like a passive education while you're actually building your game.

Final thoughts on the workflow

In the end, adding a roblox linter to your toolkit is one of those low-effort, high-reward moves. Whether you're sticking to the built-in Script Analysis in Studio or going all-out with a VS Code, Rojo, and Selene stack, the goal is the same: write better code with less stress.

Don't feel like you have to master all the rules at once. Start by just turning it on and seeing what it says about your current scripts. You might be surprised (and maybe a little embarrassed) by what it finds, but that's the point. Every red line it shows you is a bug you won't have to deal with later. And honestly, isn't that what we all want? To spend less time fixing things and more time actually making our games fun to play? Give it a shot—your future self will definitely thank you when your game doesn't crash on launch day because of a stray character in a ModuleScript.