Three IDs, three things
The Creator Hub assets documentation opens with a sentence that helps organize everything: almost everything in Roblox is represented as a cloud-based asset with a unique corresponding ID. Images, audio, meshes and models are assets, and the ID is what you paste into properties such as a particle's texture. The game as a whole sits in another layer. The publishing page explains that, when you first publish, Roblox gives the game a unique Universe ID, and that a game can have one place or several, comparable to scenes in Unity or maps in Unreal.
Asset ID
- Identifies an item: image, decal, audio, mesh, model, animation, clothing.
- Used in the rbxassetid://ID format in instance properties.
- Belongs to a creator (user or group).
Place ID
- Identifies a place (map) inside a game.
- The starting place is the entry point; the others are reached by teleport.
- Shows up in the creator dashboard URL, on the places page.
Universe ID
- Identifies the whole game (experience), with all its places.
- It is what Open Cloud asks for in universes/ID/... paths.
- Copied in the dashboard from the game menu: "Copy Universe ID".
The place publishing guide sums up the relationship in one line: the Place ID identifies the place and the Universe ID identifies the game, and each is unique even when the game has a single place. The guide also notes that a game can have several places, that the starting place is the players' entry point and that the others are optional, reached through teleports.
Where to find each ID in the Creator Hub
- Universe IDIn the Creator Dashboard, hover over the game's thumbnail, click ⋯ and choose "Copy Universe ID". The documentation also points to the experience overview page.
- Place IDOn the same creations page, open the game, go to the Places tab and click the place's thumbnail. The Place ID is in the URL you are redirected to.
- Pass and badgeIn Monetization > Passes (or the game's badges section), hover over the thumbnail, click ⋯ and choose "Copy Asset ID".
- Item Asset IDIt appears in the URL of the item's page in the Creator Store or the catalog; it is the number the Asset ID Extractor accepts alone or inside the link.
https://create.roblox.com/dashboard/creations/experiences/0000000/places/111111/configure
^^^^^^^ ^^^^^^
universo placeThe example comes from the publishing guide, which shows the URL with 0000000 before /places/ and 111111 after, and says the Place ID is the second. API keys are a related setting: when creating one, the API keys guide lets you restrict it to a specific game (or to all the ones you own), and not every scope accepts that restriction.
Where each ID is used
| ID | Identifies | Where the documentation uses it |
|---|---|---|
| Asset ID | Image, audio, mesh, model, decal... | rbxassetid://ID format in properties such as Decal.ColorMapContent, ParticleEmitter.Texture and AudioPlayer.Asset. |
| Place ID | One place of the game | Place publishing through Open Cloud; teleporting between places. |
| Universe ID | The whole game | Open Cloud, as in the universes/ID/... paths of Data Stores; the documentation says you must always provide the Universe ID. |
| Pass ID | One game pass | Scripts: GetProductInfo(), PromptGamePassPurchase() and UserOwnsGamePassAsync() use the pass ID. |
| Badge ID | One badge of the game | Copied in the dashboard from the badge menu ("Copy Asset ID"). |
The Data Stores through Open Cloud documentation is direct: since Open Cloud APIs are stateless and can come from anywhere, you must always provide the Universe ID, the unique identifier of your game. The Place ID does not appear there. That is the classic mistake of copying the number from the game URL on the website (which is a place's) and using it where the Universe ID is expected: the number is not what the API expects.
- rbxassetid://
- Prefix for a user-uploaded asset. Per the Creator Hub, it is the recommended form for assets used across multiple games; rbxgameasset only works inside the current game.
- Starting place
- The place players join. It can be overwritten by publishing another place over it, with "Publish As".
- Asset type (AssetType)
- Roblox numeric enumeration that classifies each asset: Image 1, TShirt 2, Audio 3, Mesh 4, Place 9, Model 10, Shirt 11, Pants 12, Decal 13, Badge 21, Animation 24, GamePass 34.
The decal trap: the right ID for the right thing
The most common mistake with Asset IDs is confusing the decal with the image it contains. In the type enumeration in the Creator Hub, Image is 1 and Decal is 13: they are different assets with different IDs. Many properties expect the image ID, and pasting the decal ID makes the texture not show up. Clothing follows the same logic: Shirt (11), Pants (12) and TShirt (2), and the extractor resolves their image ID too.
The Asset ID Extractor resolves this and is honest about how sure it is. For a decal, shirt, pants or T-shirt, it returns the image ID by one of three routes, and the interface shows a different confidence note for each:
| Method | How it works | Confidence |
|---|---|---|
| Official field (api) | Badges and passes carry the icon ID in a Roblox API field. | High: data declared by Roblox. |
| Creator Store texture | The Creator Store reports the textureId of a newer decal. | High: field reported by the service. |
| Sequential, verified | The ID right below (id-1, id-2...) is an Image by the same creator, created within seconds of the decal or clothing. | Medium: it is an inference, which is why the tool checks creator, type and timestamp before accepting. |
What the Asset ID Extractor actually does
The tool is hybrid: parsing what you paste (a link, rbxassetid://, rbxthumb://, a Content.fromAssetId call, an @username or a bare number) happens in the browser, and the Roblox lookup goes through a server route on this site. That route only talks to fixed Roblox hosts (economy, catalog, Creator Store, thumbnails, badges, passes, games, users, avatars and groups), validates each parameter before any network call, rate-limits per visitor and caches responses. You never receive the raw Roblox response, and no address is built from the text you type.
- Look up: identifies a number. In automatic mode it tries asset, badge, pass and bundle, in that order; you can also force the type (asset, place, universe, badge, pass, bundle, user or group).
- Batch: looks up to 100 IDs at once and returns name, type, creator and thumbnail for each.
- Find IDs: searches the Creator Store (audio, model, decal, mesh, plugin, video, font) and the avatar marketplace.
- Reference: the full asset-type table, with names and numbers.
For the bridge between place and universe, the tool queries Roblox's universes service: given a Place ID, it gets the matching Universe ID, then reads the game data (name, creator, players, visits, favorites, root place). If you started from a universe, the root place is the entry place. The dedicated converter does just that conversion, in batches of up to 50 numbers, and the game pass calculator covers the pricing that comes after the ID. For the economics behind price and cash-out, see Inside Robux.
Common mistakes and asset access
- Did Open Cloud ask for the Universe ID? Do not use the number from the game URL on the website: it is a Place ID.
- Texture not showing? Check that the ID is an Image (type 1) and not a Decal (type 13).
- Is the asset yours? Third-party assets can be restricted: a restricted asset only shows at runtime if it has explicit permission.
- Will you use the asset in several games? Prefer rbxassetid:// over rbxgameasset://.
- Copying a pass or badge ID? Use the dashboard's "Copy Asset ID" menu, not a number from another screen.
On access, the asset privacy page says that, by default, images, decals and meshes are created as Open Use, and that Asset Privacy makes them Restricted; a restricted asset needs explicit permission to be seen or heard at runtime, and a game needs its own permission to save or publish a place that includes it. Audio, video, models, MeshParts, animations and packages keep their own defaults. The general assets page adds that to give everyone access by ID you must distribute the asset to the Creator Store. That is why the extractor shows, for audio, whether the item appears in the Creator Store or is probably restricted, and makes clear that this is a signal, not a guarantee.
Why is a place "an asset of type 9"?
In Roblox's AssetType enumeration, Place is 9. In other words, the place also exists as a cloud asset with its own asset ID, and that is where the Place ID comes from. The Universe ID sits one level above: it is not an asset but the identifier of the game that groups the places.
Does the Universe ID change when I publish another place?
The documentation says the Universe ID is assigned when the game is first published and describes "Publish As" as the way to overwrite the starting place with another place. It does not describe the Universe ID changing because of that, so, as documented, the game's identifier stays.
Frequently asked questions
What is the difference between Place ID and Universe ID?
How do I find a game's Universe ID?
How do I find the Asset ID of an image, audio or model?
Why doesn't my decal ID show the image?
Can the same number be a Place ID and an Asset ID?
Think in three layers: the Asset ID points to a cloud item (image, audio, mesh, model); the Place ID points to a map; the Universe ID points to the game that gathers the maps. Open Cloud asks for the Universe ID, rbxassetid:// takes the right asset ID (image, not decal), and passes and badges have their own IDs copied in the dashboard. When in doubt about what a number refers to, look it up rather than assume: the Asset ID Extractor and the Universe ID and Place ID Converter do that and show how sure they are.
Sources & references
- Creator Hub, Assets: IDs, rbxassetid and distribution
- Creator Hub, Publish experiences and places (Universe ID, starting place)
- Creator Hub, Usage guide for place publishing (Place ID and Universe ID)
- Creator Hub, Data Stores through Open Cloud (Universe ID required)
- Creator Hub, Error reporting (copying the Universe ID)
- Creator Hub, API keys (restriction by experience)
- Creator Hub, Passes (pass ID and script functions)
- Creator Hub, Badges (badge ID)
- Creator Hub, Asset privacy (Open Use and Restricted)
- Creator Hub, AssetType enumeration (numeric values)