If you're looking into how to use the roblox marketplace service esp features for your own project, you've probably realized that monetizing special abilities is one of the best ways to keep your game funded. Adding an "Extra Sensory Perception" or ESP perk can be a huge draw for players, especially in horror games or competitive shooters where knowing where everyone is gives you a massive leg up. It sounds complicated because you're mixing two different systems—the transaction side and the visual rendering side—but it's actually pretty straightforward once you break it down.
Understanding the basics of the setup
Before we dive into the deep end, let's talk about what we're actually trying to do here. You want a player to click a button, buy a game pass through the MarketplaceService, and then immediately see outlines around other players. It's a classic "VIP" or "Power-up" move.
The first thing you need to get comfortable with is the MarketplaceService itself. This is the engine's way of handling all the Robux transactions. You don't want to mess this up, because if someone spends their hard-earned Robux and doesn't get their ESP perk, they're going to be flooding your game's comments with complaints. We usually use PromptGamePassPurchase to get the ball rolling. But that's only half the battle. The other half is actually making the ESP work without breaking your game's performance.
Why choose ESP as a paid perk?
To be honest, ESP is one of those features that players love to hate, but they also love to buy. In a hide-and-seek game, being the seeker and having an ESP game pass makes the game a lot more relaxing. For the developer, it's a "low-effort, high-reward" item. You aren't creating a whole new map or a complex weapon system; you're just toggling some visibility settings on the client side.
When you link this to the roblox marketplace service esp logic, you're creating a recurring stream of revenue. Just make sure you aren't making the game "pay-to-win" to the point where non-paying players just quit. Balance is everything. Maybe the ESP only lasts for thirty seconds, or maybe it has a long cooldown.
Setting up the MarketplaceService logic
You can't just give everyone ESP; you have to check if they actually own the pass. This usually happens in two places: when the player first joins the game and right after they finish a purchase.
I always suggest using UserOwnsGamePassAsync inside a PlayerAdded event. This way, as soon as someone joins, the server checks their inventory. If they have the pass, you fire a RemoteEvent to their client to turn on the ESP.
```lua -- A quick example of how you might check this local MarketplaceService = game:GetService("MarketplaceService") local gamePassId = 12345678 -- Your ID here
game.Players.PlayerAdded:Connect(function(player) local hasPass = false local success, err = pcall(function() hasPass = MarketplaceService:UserOwnsGamePassAsync(player.UserId, gamePassId) end)
if hasPass then -- Tell the client to turn on the ESP end end) ```
It's super important to wrap that check in a pcall. Roblox servers can be a bit finicky sometimes, and if the marketplace API is down or lagging, you don't want your whole script to break. If it fails, you can just retry a few seconds later.
Making the ESP actually look good
Back in the day, making an ESP system was a total pain. You had to use SelectionBox or weird BillboardGui tricks that looked clunky. Nowadays, we have the Highlight object, which is honestly a lifesaver for anyone working on a roblox marketplace service esp implementation.
The Highlight object allows you to put a glowing outline around a character model. It's clean, it's modern, and you can change the color easily. You can set it so the outline is visible even through walls (which is the whole point of ESP).
Handling the Client-Side rendering
You shouldn't handle the actual "glowing" on the server. If you do, you'll end up with a laggy mess, and everyone will see the outlines, not just the person who paid for it. Instead, once the server confirms the purchase via the MarketplaceService, send a signal to that specific player's LocalScript.
From there, the LocalScript can run a loop or a child-added connection. Whenever a new player enters the game, the script puts a Highlight instance inside that player's character model. Just remember to set the DepthMode to AlwaysOnTop. Otherwise, it's just a regular outline, and that's not going to help anyone find people hiding behind crates.
Prompting the purchase in-game
Sometimes players don't buy the pass from the website; they realize they want it while they're actually playing. Maybe they just got frustrated that they couldn't find anyone. This is where you call PromptGamePassPurchase.
I like to put a nice little button on the UI. When they click it, the Roblox purchase window pops up. But here's the kicker: you need to use PromptGamePassPurchaseFinished to detect when they actually click "Buy." If you don't listen for that signal, the player will buy the pass but won't get their ESP until they leave and rejoin the game. That's a terrible user experience. You want that ESP to kick in the second the transaction clears.
Performance considerations and "Lag"
One thing people often forget when setting up a roblox marketplace service esp system is that highlights can be taxing on low-end devices. If you have a 50-player server and one person has ESP, their computer is suddenly rendering 49 extra outlines through walls.
To keep things smooth: 1. Limit the range: Only show the ESP if the other players are within a certain distance. 2. Toggle off: Give the player a way to turn the ESP off if it's getting distracting. 3. Clean up: When a player leaves, make sure you're destroying their highlight objects so you don't have "ghost" outlines floating around the map.
It's these little polish steps that separate a "meh" game from one that people actually want to spend money on.
Staying within the rules
It's worth mentioning that while ESP is a common game mechanic, you should always make sure you're following Roblox's Terms of Service. Selling an "advantage" is totally fine, but don't call it a "cheat" or "hack" in your marketing. Keep it professional—call it "Enhanced Vision" or "Hunter Senses."
Also, make sure the MarketplaceService is handled securely. Never trust the client to tell the server "Hey, I bought this!" The server should always be the one checking the MarketplaceService to verify the UserId. If you trust the client, someone with a basic cheat engine can just spoof the "I bought it" signal and get your paid features for free.
Wrapping things up
Setting up a roblox marketplace service esp system isn't just about the code; it's about making the game more fun for the person who decided to support you financially. By using the Highlight object and properly connecting it to the purchase events, you create a seamless experience.
It might take a bit of trial and error to get the outlines looking just right—maybe a soft red for enemies and blue for teammates—but once it's done, it's a set-it-and-forget-it way to improve your game. Just keep an eye on your scripts, use plenty of print statements while debugging, and you'll have a working shop in no time. Happy developing!