Luanode hasn't shipped yet — but here's the walkthrough we'll hand to new users on day one. Read it now to know what you're getting in for, then join the waitlist to grab it the day it launches.
Heads up: Luanode isn't downloadable yet — the steps below describe what the installer will do once we launch. Join the waitlist to get notified when it's ready.
When Luanode ships, you'll grab the installer for your OS from the download page and run it. The installer will:
Luanode runs entirely on your machine — no mandatory account, no cloud sync, your project files never leave your computer.
Already have Roblox Studio open? Close it before running the installer — the plugin step needs to copy files into Studio's plugins folder, and Studio locks them while it's running.
The installer handles this for you. After it finishes, re-open Studio and look at the top toolbar — you'll see a LuaFlow section with five buttons:
If you don't see the toolbar, open Studio's
Output window (View → Output) and
look for a line like:
[LuaFlow] plugin loading v0.4.0-sync from ...
[LuaFlow] toolbar created with 5 buttons
Missing? Jump to Troubleshooting.
Open Luanode on the desktop. You'll see an empty canvas with a node palette on the left.
Let's make a "give every player 100 coins when they join" script:
leaderstats.Coins.Value into
the Property field, and
100 into the Value field.That's it. The generated Lua looks like:
local Players = game:GetService("Players")
Players.PlayerAdded:Connect(function(player)
player.leaderstats.Coins.Value = 100
end)
Luanode ships with 50+ block types organised by category. The most useful starter blocks:
PlayerAdded, PlayerRemoving, CharacterAdded, Touched, Heartbeat, RenderStepped, ClickDetector, and more. Events are the "entry points" — every exec chain starts at an event.
Set Variable, Get Variable. Luanode handles the scope — module-level vs. function-local vs. event-local — based on where you put the node.
If/Else, Loops (for, while, repeat), Switch, FlipFlop, DoOnce, Parallel.
Add / Subtract / Multiply / Divide / Modulo / Power, plus comparisons (< > ==), trig (sin, cos, tan), random, clamp, lerp.
Frame, TextLabel, TextButton, ImageLabel, UIListLayout, UIPadding. Building HUDs without scripting one line of GUI code.
With the desktop editor open and Studio's Sync toolbar button toggled on, the two stay in lockstep.
Sync uses a tiny HTTP server on
127.0.0.1:7777. You'll need to enable
HTTP Requests in your place's
Game Settings the first time:
Home tab → Game Settings → Security
→ "Allow HTTP Requests" → ON → Save
Click the Telemetry button on Studio's toolbar. A dock widget appears at the bottom showing every script in your place:
Click Auto-send: on to stream snapshots to the desktop editor every 5 seconds. The desktop has the same view with more screen space to sort + chart trends.
Re-run the desktop installer's plugin step. It cleans up any old/broken copies in your Plugins folder and drops a fresh build. Then fully quit and reopen Studio.
Check Studio's Output window for HTTP errors. The most common cause: HTTP Requests isn't enabled in Game Settings. The plugin will warn you in Output if that's the case.
Studio's Output shows the exact module that
failed (e.g. require TelemetryPanel
failed: …). Take a screenshot, email it
to Support@luanode.com,
and we'll dig in.
Check spam. If still missing, send us a note — we'll add you manually.