The Tower Setup Plugin
Tower Setup adds an Ascent toolbar to Studio. Each button does one job, and the one-click tools act on whatever you have selected, with no window to open. It only shows the buttons the open place can use: tower tools in a tower place, camera tools in the hub.
Installing it
It's a Studio plugin, not part of the place. Get it from the Creator Store, or by hand from Tower Setup.rbxm:
- In Studio, Plugins tab → Plugins Folder.
- Copy
Tower Setup.rbxminto it. - Restart Studio.
Use the plugin that came with your version of the kit; Check says if they don't match.
The toolbar
| Button | Where | Does |
|---|---|---|
| Towers | Tower places | Opens the Towers window: every tower, or the one you have selected. |
| Add Checkpoint | Tower places | Adds the selected tower's next checkpoint where you're looking. |
| Checkpoints | Tower places | Shows the selected tower's checkpoints in Workspace, or puts them back. Lit while they're out. |
| Test Tower | Tower places | Playtests straight into the selected tower. |
| Cameras | Hub | Shows which way each ring camera points. |
| Look Through | Hub | Shows the selected ring camera's shot. Press again for the next Area's. |
| Aim Here | Hub | Moves the selected ring camera to where you're looking from. |
| Check | Both | Opens the Check window: is this place ready to publish? |
| Config | Both | Lists every Config module. Pick one to open it. |
Add Checkpoint, Checkpoints, Test Tower, Look Through and Aim Here can each be bound to a key in Studio's Customize Shortcuts window: search for Ascent.
Everything the plugin changes in the place can be undone with Ctrl+Z. If a button can't act, for example with nothing selected, the Output says why.
Test Tower
Select a tower and press Test Tower. A playtest starts and puts you straight into that tower with a fresh timer, with no walk to its portal.
Select a part inside the tower instead, such as a checkpoint, and you start on top of that part, which saves climbing a long tower to test its top. That run counts like one with a Studio test tool: the win checks are skipped and it earns nothing.
The Towers window
With nothing selected, it lists every tower, worst first. It catches a missing spawn or winpad, a misspelled WinPad, gaps or repeats in checkpoint numbers, checkpoints in the wrong place, a missing minimum time or difficulty, signs pointing at nothing, and towers missing from Config > Towers.
Fixes: Add Spawn, Add WinPad, Rename to WinPad, Create folder, Move to ServerStorage, Put back and Renumber by height (numbers checkpoints from lowest to highest). Open selects the tower. New tower here makes a tower folder called NEW with a spawn, winpad and client objects folder where you're looking; rename it to its acronym before anyone beats it.
Select a tower, or anything in it, and the window becomes that tower's editor:
- The top card: what's wrong with it, and Test tower, Select tower, and All towers to go back to the list.
- Structure: what it has and is missing. Add checkpoint here (the same as the toolbar button), Renumber by height, Select checkpoints, Show in Workspace / Put back, Add ClientSidedObjects, and the Checkpoint size new checkpoints are built at.
- How it plays: minimum time, All Jumps badge, ticket multiplier, Pay tickets on rebeats, and Ban boost items.
- What this tower is: name, difficulty, area, badge and type.
- Signs and Endings, below.
- In Config > Towers: the tower's entry, and anything it disagrees with the tower about.
Seeing checkpoints while you build
Checkpoints live in ServerStorage > TowerCheckpoints, where you can't see them. The Checkpoints button (or Show in Workspace) moves a tower's checkpoints into it so you can place them; press it again, or Put back, to return them.
Put them back before you publish
While shown, the tower loads with no checkpoints, so anyone can win it, and players can see the route. The Check window shows a Put all back button whenever any tower is shown.
Checkpoint size
The size Add Checkpoint builds at, kept with the plugin rather than the place. Checkpoints aren't touch triggers: the server checks whether a player's path passed through one, so size them to cover the whole route. A player who skips one is kicked on reaching the winpad.
Checkpoints in the wrong place
- Checkpoints are in Workspace: a checkpoint folder in the tower and none in
ServerStorage. The tower loads with none. Move to ServerStorage fixes it. - Two sets of checkpoints: one in each. The game uses
ServerStorage's; delete the other.
Adding a tower to the catalogue
A tower needs an entry in Config > Towers for other places to know it. When it has none, the editor shows the line it would add:
ToH = { name = "Tower of Hell", difficulty = 5.33, area = "Ring1" },Add to catalogue adds it and leaves the rest of the file alone. It appears once the tower has a difficulty and an area.
Using Rojo?
Copy the line into your own file instead; Rojo overwrites edits made in Studio.
Signs
A tower can turn its portal sign and its line on a lobby chart green when beaten (yellow in All Jumps). Each is an ObjectValue in the tower, PortalSign or ChartLine, pointing at the part. Set portal sign to selection and Set chart line to selection point it at the last part you selected. For a chart line, select the tower first, then Ctrl-click the line. Colours are Config > Visuals.towerSigns.
Endings
Every winpad gets a card. The winpad whose ending ID is empty is the main ending: the only one that counts as beating the tower. See Winpads & Endings.
| Field | Empty means |
|---|---|
| Ending ID | The main ending. |
| Ending name | The tower's name. |
| Difficulty | The tower's difficulty. |
| Badge ID | No badge. |
| Winroom marker | WinroomSpawn. |
Do not award the tower's badge stops this ending also giving the tower's badge. Add another ending copies the winpad as a side ending; Remove ending deletes it.
The Check window
In a tower place:
- This place: which Area this is, whether
Configis a package, and whether the plugin matches the kit's version. - Menus: every frame and button the kit looks for in
StarterGui, and what breaks without it. Nothing here is fixed for you, since menus are yours to design. - Folders and services: the folders, markers, teams and chat channels the kit needs, a
Configpackage that is out of date, rushes naming unknown towers, and similar place-wide problems. Missing folders and teams have a fix button. Markers don't, since only you know where they go. - Rewards: every shop item, cosmetic, game pass and completion tool whose Tool or model is missing from
ServerStorage. The same checks print to the Output when the game starts.
Check the towers opens the Towers window.
Which Area this place is
The plugin matches the place's Place ID against Config > Worlds to know which Area it is. For an unpublished place, pick the Area under This place. A new tower takes it as its Area.
In the hub
The Check window checks what the ring select needs instead:
StarterGui > RingSelect, the screen itself.- A camera part for every Area in
Config > Worlds, anchored so it doesn't fall when the hub starts. Anchor it fixes one that isn't. - Folders in
Workspace > Ringsnamed after no Area, which the ring select never shows. - Ring lighting attributes that aren't a Lighting property taking that kind of value.
hubPlaceIdinConfig > Worlds: set, and this place's.SoundService > RingSelect, and itsMusicset to loop and play. Loop and play it fixes that.
Hub cameras
Every ring camera shows an arrow, the edges of its shot and its Area's id, in edit mode only. Cameras turns them off and on. Look Through puts Studio's camera where the selected camera is; with none selected it starts at the first, and pressing it again steps through every Area's shot. Fly until the shot is right, then Aim Here moves the camera to your view. See Aiming a camera.
Config
Config lists every module in Shared > Config. Pick one to open it in the script editor, or Select the Config folder to find it in the Explorer. Each setting has a comment saying what it does; see the Configuration Reference.