Docs
Troubleshooting
Grouped by what you can actually see. If the panel is showing you a message, start withwhat the panel says.
What the panel says
“Invalid or expired pairing code”
Codes last 10 minutes and work once. Generate a fresh one in the web workspace (Connect a project) and type it in promptly. Case and dashes do not matter, so mistyping those is not the cause — a stale code almost always is.
“Could not reach Apple — check Studio’s network permission”
The plugin's HTTPS request never landed. In order of likelihood:
- Studio's permission prompt was declined. Roblox asks once, per plugin, per web address. Re-allow it in Studio's Plugin Management window, where these permissions can be accepted, denied and revoked.
- The network blocks it. School and workplace networks often block outbound HTTPS from Studio. Another network settles it in a minute.
- Apple is actually down. The status page checks the live API from your own browser and answers that in a second.
“Session ended — reconnect with a new code”
A Studio connection is good for 30 days, then it expires by design.Connect again; nothing in the project is lost.
“This Apple build is too old for the server”
Shown in red, and it does block builds. Update the plugin —Updating the plugin has the two-click version. This is rare by design: Apple admits every plugin build whose wire protocol it still supports, and today it supports all of them, so you should not see this yet.
An amber line about a newer version
Advisory only. A newer Apple has been published and you are still on an older one — everything keeps working. Update when convenient. It is written to Studio's Output window once, not repeatedly.
“Connection hiccup — retrying…”
One request failed and the plugin is already retrying. It clears itself. If it never clears, treat it as “Could not reach Apple” above.
The Apple button isn't in the Plugins tab
- Acquiring the plugin on the web only puts it in your inventory. The install happens inside Studio, in the Toolbox — see Install.
- Check Studio's plugin management window: if Apple is listed but disabled, enable it.
- Restart Studio once. Plugins are loaded at launch.
The panel says Connected, the web app says it isn't
- A connection belongs to one Studio window. If you opened a second window or a different place, that one is not connected — connect it too.
- Check you are looking at the same project. The panel names the project it is connected to, right next to Connected. If that is not the project open in your browser, that is the whole answer.
Apple stopped mid-build
- Studio was closed or the place was switched. Apple loses its hands and pauses with a message. Reopen the place, reconnect if needed, and ask it to continue — the plan and history are still in the project.
- Very large places are slow to read. The first tree read in a session can take noticeably longer than the rest. Give it a moment before retrying.
- Credits ran out. The chat says so explicitly. SeeCredits & limits.
The model failed part-way
Three different things are meant by “it stopped on its own”, and they need different responses. The chat says which one happened; this is what each means, and what it costs. One rule covers all three: a run that ends this way having left you nothing to keep has its Credits put back automatically, and the reply tells you how many.
Transient model failure
Apple retries transient provider failures inside the same run with bounded backoff. Work already applied to Studio stays in place, completed tools are not replayed, and you do not need to send another message to restart the task. If the provider keeps failing repeatedly, the run eventually ends with a real error rather than looping and spending indefinitely.
Provider is temporarily busy
A free provider refusal is handled as an internal wait. Apple keeps the run open, sleeps until the retry window, and resumes the same step automatically. Nothing about your account changes, and there is no Continue button or second message you need to send.
“Apple has reached today's shared building capacity”
Different from running out of your own Credits: this is a ceiling on what the whole service will spend in a day, and it protects the free tier from a single runaway build. The message says when it resets — midnight UTC, the same instant for everyone. The step that stops here is not charged, because the capacity check happens before the call runs and a call that never ran reports no compute. What the steps that did finish cost depends on what they left you: if the run changed nothing in your place, every Credit it used is put back automatically and the reply says how many; if it had already built something, those Credits stay spent, because the work is still there. Either way the total is on the message, and your project and checkpoints are exactly where you left them. SeeCredits & limits for the difference between the two.
In all three cases the work already done is in your place and the conversation is intact. Apple never rolls back finished steps because a later one failed — that is what the checkpoint before the run is for, and it is still there if you want it.
“Roblox is refusing this key”
This is about the Open Cloud key you connected underSettings → Connections, not about your Apple account. Roblox expires API keys, and a key can be deleted from create.roblox.com at any time — neither of those tells Apple, so the first sign is usually an upload that fails.
- Press Test connection in Settings → Connections. It says which of the three it is: accepted, refused, or not checkable right now.
- If it was refused, make a new key at create.roblox.com → Open Cloud → API Keys, tick the same permissions, and paste it in. It replaces the old one.
- Nothing already built is affected, and nothing in your Roblox account changes. Assets Apple created stay where they are.
If the answer is neither — “Apple could not reach Roblox”, or a 403 — the check did not happen. That is not a verdict on the key, and making a new one will not help.
Apple changed something I didn't want
Three exits, smallest first:
- Press Ctrl+Z (⌘Z on macOS) in Studio. Each change Apple made is its own undo step, so a run of several steps needs one press per step.
- Restore the checkpoint Apple took before the run, from the project's sidebar. That takes the whole run back in one action, which Ctrl+Z cannot do.
- Say what is wrong in the chat. Fixing a wrong turn is usually faster than rolling back.
Stop Apple now
Press Disconnect in the plugin panel, or disconnect from the web workspace. Either one ends Apple's access to the place immediately, without uninstalling anything. To remove the plugin entirely, uninstall it from Studio's plugin management window.
Before writing in, check Status — it lists what is currently known to be broken or limited, with the workaround for each, and it says when the API last answered.
Still stuck? Email apple.labs.app@gmail.com with the project name, roughly when it happened, and what the panel said. A human reads it.