Making a Custom Roblox Class Selection GUI Script

Getting your roblox class selection gui script up and running is basically a rite of passage for any dev working on an RPG or a team-based combat game. It's that moment where you stop just moving a block around and start giving players an actual identity in your world. Whether you want them to be a tanky warrior or a glass-cannon mage, the UI is the first thing they'll interact with.

I've seen a lot of people get bogged down in the complex math of class systems before they even have a working button. Don't do that. We're going to focus on the core logic first: how to make a menu pop up, how to make those buttons actually talk to the server, and how to make sure the player actually gets their gear when they click "Select."

Setting Up Your UI Canvas

Before we even touch a script, you need something for the player to look at. In Roblox Studio, head over to StarterGui and drop in a ScreenGui. Let's call it something simple like ClassMenu. Inside that, you're going to want a Frame. This frame is your "container."

I usually tell people to center it and maybe give it a bit of transparency. Inside that frame, you'll need your buttons. If you're planning on having three classes—let's say Warrior, Archer, and Mage—you need three TextButtons. Give them clear names like WarriorButton, ArcherButton, and so on.

One thing that trips people up is the ResetOnSpawn property on the ScreenGui. If you want the menu to disappear forever after they pick a class, you might want to handle that via script. If you want it to pop back up every time they die, keep ResetOnSpawn checked.

The Bridge: RemoteEvents

This is the part where things usually go sideways for beginners. You can't just change a player's stats or give them a sword directly from a LocalScript. If you do, the player might see the sword, but the server (and everyone else) won't. This is why we use a RemoteEvent.

Go to ReplicatedStorage and create a new RemoteEvent. Let's name it ClassSelected. This is the "bridge" that your roblox class selection gui script will use to tell the server, "Hey, this guy just picked the Mage class, give him some spells."

Writing the LocalScript

Now, let's get into the actual roblox class selection gui script side of things. Inside your ClassMenu, you're going to need a LocalScript. This script is responsible for listening to those button clicks.

The logic is pretty straightforward. You want to reference your buttons and then connect a function to the MouseButton1Click event. When a button is clicked, we'll fire that RemoteEvent we just made and pass along the name of the class.

It looks something like this in your head: "When the Warrior button is clicked, tell the server 'Warrior'."

You'll also probably want to make the GUI invisible once the player makes a choice. It's pretty annoying to have a giant menu stuck on your screen while you're trying to dodge fireballs. Just set the main frame's Visible property to false right after firing the event.

Handling the Server Side

This is where the actual "magic" happens. You need a regular Script inside ServerScriptService. This script will be "listening" for when that RemoteEvent gets fired.

When the server receives the signal, it automatically knows which player sent it (Roblox passes the player argument by default). Now you can use a series of if or elseif statements to check what class they picked.

If they picked "Warrior," maybe you set their Humanoid.MaxHealth to 150 and clone a sword from ServerStorage into their Backpack. If they picked "Mage," maybe you give them a staff and a cool blue hat.

Pro tip: Always make sure your items are stored in ServerStorage or ReplicatedStorage. If they're just sitting in the Workspace, anyone can grab them, and that's not exactly what we want for a class system.

Making the UI Look Less Like 2012

Let's be real, a grey box with "Button" written on it isn't going to win any awards. Once your roblox class selection gui script is functioning, you should spend some time on the aesthetics.

Using UIGradients and UICorners

Roblox has some built-in tools that make things look way better with almost zero effort. Drop a UICorner into your buttons to round off those sharp edges. It immediately makes the UI feel more modern. A UIGradient can also add some depth so your buttons don't look so flat.

Hover Effects

Players love feedback. You can add a small bit of code to your LocalScript to change the button color when the mouse hovers over it. Use MouseEnter and MouseLeave events. It's a small touch, but it makes the whole experience feel "premium."

Organizing Your Classes

If you're planning on having ten or twenty classes, your server script is going to get messy fast. Instead of having a hundred if statements, you might want to look into using a ModuleScript.

You can store all the data for each class—like health, walk speed, and starting items—in a table. Then, your main server script just looks up the class in that table. It keeps things clean and makes it way easier to balance the game later. If you realize the Warrior is too strong, you just change one number in the module instead of hunting through a massive script.

Common Problems to Watch Out For

I've debugged a lot of these scripts, and the same few issues pop up constantly.

First, FilteringEnabled. Since Roblox is always filtered now, you must use that RemoteEvent. I've seen people try to change their health in a LocalScript and then wonder why they aren't actually tougher when a zombie hits them.

Second, Tool Loading. Sometimes, the player's character hasn't fully loaded when you try to give them items. It's often a good idea to use player.CharacterAdded:Wait() if you're doing things right when they join, though for a class GUI, the character is usually already there.

Third, Double Selection. What happens if a player clicks "Warrior" and then "Mage" really fast? You might end up with a hybrid mess. Make sure your script disables the buttons or closes the menu immediately after the first click to prevent people from spamming the server.

Final Touches and Testing

Once you've got the logic down, it's time to playtest. Don't just test it once. Reset your character, pick a different class, and make sure the old items are gone. You might need to clear the player's Backpack before giving them new class items if you allow them to switch classes mid-game.

A roblox class selection gui script is really just the beginning. From here, you can add level requirements, "locked" classes that require a gamepass, or even a preview window that shows a 3D model of the character wearing the class gear.

The coolest part about scripting in Roblox is that once you understand how the communication between the client (the player's computer) and the server works, you can build basically anything. This class menu is just a great way to practice that workflow.

Keep it simple at first. Get the buttons working, get the items spawning, and then worry about the flashy animations and particle effects later. Most of the time, a clean, functional UI is better than a flashy one that breaks half the time. Happy developing!