If you're trying to get a roblox gamepass door script working, you've likely spent the last hour staring at a door that refuses to open even though you definitely bought the pass. It's one of those classic Roblox Studio hurdles that looks simple on paper but can get really annoying if a single line of code is slightly off or if you're using an outdated method.
The good news is that setting up a VIP door isn't actually that hard once you understand how MarketplaceService talks to the game. You don't need to be a coding genius to get this done; you just need a reliable script and a few basic steps to set up your parts in the editor.
Setting Up the Door in Roblox Studio
Before we even touch the script, let's get the physical door ready. You can't have a working script if there's nothing for it to act on. Open up your project in Roblox Studio and grab a part. Resize it so it looks like a door—usually something tall and thin works best.
Once you've got your part, go ahead and name it "VIPDoor" in the Explorer window. This makes it a lot easier to find later when your game starts getting crowded with hundreds of other parts. You'll also want to make sure the door is Anchored. If you forget to anchor it, the door will just fall through the baseplate the moment the game starts, and no script in the world is going to help you find it.
I usually like to make the door slightly transparent or give it a distinct color like gold or neon blue. It lets players know, "Hey, this is a special area." If the door looks exactly like every other wall, nobody's going to know they need a gamepass to get through it.
The Core Script You Need
Now for the part you actually came here for. We're going to use a Script (not a LocalScript) and put it directly inside your VIPDoor part. Using a server-side script is important because we want the game to verify the gamepass on the server, making it much harder for people to "glitch" through.
Here is a straightforward, reliable version of a roblox gamepass door script working in the current version of the engine:
```lua local MarketplaceService = game:GetService("MarketplaceService") local door = script.Parent
-- REPLACE THIS ID WITH YOUR OWN GAMEPASS ID local GAMEPASS_ID = 123456789
local function onTouched(hit) local character = hit.Parent local player = game.Players:GetPlayerFromCharacter(character)
if player then local success, hasPass = pcall(function() return MarketplaceService:UserOwnsGamePassAsync(player.UserId, GAMEPASS_ID) end) if success and hasPass then -- What happens when they own the pass door.CanCollide = false door.Transparency = 0.5 wait(3) -- Door stays open for 3 seconds door.CanCollide = true door.Transparency = 0 else -- Optional: What happens if they DON'T have the pass print("Player does not own the gamepass.") end end end
door.Touched:Connect(onTouched) ```
Breaking Down the Code
It's one thing to copy and paste, but it's better to actually know what's going on so you can fix it if it breaks.
First, we define MarketplaceService. This is the big library Roblox provides to handle everything related to money, gamepasses, and developer products. Then we identify the door itself.
The GAMEPASS_ID variable is the most important part. You'll need to go to your game's dashboard on the Roblox website, create a gamepass, and copy that long string of numbers from the URL. If you leave it as "123456789", the door isn't going to work for anyone.
The pcall (protected call) is there because sometimes the Roblox servers have a bit of a hiccup. If we didn't use a pcall and the Roblox API was down for a split second, your whole script would crash. This way, the script "tries" to check for the pass and won't break the whole game if the request fails.
Why Your Gamepass Door Isn't Working
If you've followed the steps and it's still not working, don't worry—it happens to everyone. There are usually three or four common culprits that mess things up.
Check Your ID Twice
This sounds silly, but I can't tell you how many times I've copied the wrong ID. Make sure you are using the Gamepass ID and not the Experience ID or the Asset ID for a shirt or something else. The ID is found in the URL when you're looking at the gamepass in your browser (it's the big number in the middle).
Server vs. Local Scripts
If you put this code into a LocalScript, it might seem like it works for you, but it won't work for anyone else, or the door will "open" for everyone when just one person touches it. Always use a regular Script for doors. It ensures the server is the source of truth for who is allowed in and who isn't.
The "CanCollide" Trap
Sometimes the script is working perfectly, but the door is part of a larger model that has other invisible parts blocking the way. If your script sets CanCollide to false but the player still can't walk through, check to see if there are other parts overlapping the door that are still solid.
Adding a Purchase Prompt
It's great that the door opens for VIPs, but what if someone wants to buy the pass right there? Instead of making them go back to the website, you can make the game ask them if they want to buy it when they touch the door.
To do this, you can modify the "else" part of the script. Instead of just printing a message to the output, you can trigger a purchase window.
lua else -- Prompt the player to buy the pass if they don't have it MarketplaceService:PromptGamePassPurchase(player, GAMEPASS_ID) end
This is a huge win for your game's monetization. Most players won't go out of their way to find your store page, but if they see a cool room and a prompt pops up right when they hit the door, they're much more likely to hit that buy button.
Making the Door Look Good
Let's be honest: a part just losing collision is a bit boring. If you want to make your game feel more professional, you can add a few bells and whistles.
One thing I love to do is use TweenService. Instead of the door just instantly becoming "ghost-like," you can make it slide into the wall or fade out slowly. It looks way smoother. You can also add a simple sound effect—maybe a "ding" for access granted and a "buzz" for access denied. These small touches are what separate a "meh" game from one that people actually want to spend time (and Robux) in.
Another tip is to add a overhead GUI or a sign next to the door. If a player walks up and nothing happens, they might just think the game is broken. A sign that says "VIP ONLY" or "Gold Pass Required" makes the experience much clearer.
Testing Your New Door
When you're testing in Roblox Studio, keep in mind that since you are the creator of the gamepass, you might automatically "own" it in the test environment. To see if the door actually blocks people, you might need to test with a friend or use a secondary account.
Alternatively, you can temporarily change the ID in the script to a random number you know you don't own to see if the "Access Denied" logic works correctly. Once you're sure the collision stays on for non-owners, swap the real ID back in.
Wrapping Things Up
Getting a roblox gamepass door script working is basically a rite of passage for new developers. It teaches you about services, events, and how the server interacts with player data. Once you've got this down, you can use the same logic for all sorts of things—giving players special tools, changing their walk speed, or letting them enter entire secret worlds.
Just remember: keep your IDs correct, use a server script, and always wrap your API calls in a pcall. If you do those three things, your VIP area will be up and running without any headaches. Now get back into Studio and start building something awesome!