What the licenses mean
These are plain-language explanations, not legal advice. If a lot turns on the answer, ask a lawyer in your country rather than relying on this page.
Last updated 2026-10-23
A seller picks one license from the five below, and that is what you get when you buy. There is no freeform license text on Rigfolio, so you never have to read a paragraph a stranger wrote to work out what you are allowed to do.
Across all five: the license is granted by the seller, not by Rigfolio. It applies to the files you downloaded. None of them transfers ownership of the work, and none of them lets you resell the files themselves unless it says so.
Personal use
personal
Use in your own projects. Do not resell or redistribute the files.
You may
- Use the files in games and projects you make
- Modify them for your own use
- Use them in a game that earns Robux
You may not
- Sell or give away the files themselves
- Include them in a pack, kit, or bundle you distribute
- Upload them to the Roblox catalogue or another marketplace
In practice: Buy it, use it in your own work, and do not pass the files on. This is the default and the most common choice.
Single experience
single_game
Use in one Roblox experience. Do not reuse across games.
You may
- Use the files in exactly one Roblox experience
- Modify them for that experience
- Keep using them in that experience indefinitely
You may not
- Reuse them in a second game, even one of your own
- Move them to a new experience if you restart the project under a new place id
- Sell or redistribute the files
In practice: Cheaper than an unlimited license because it is narrower. If you expect to reuse the asset across projects, this is the wrong one to buy.
Unlimited own projects
unlimited
Use in any number of your own projects, commercial included. Do not resell the files.
You may
- Use the files in as many of your own projects as you like
- Use them commercially, including in games that make money
- Modify them freely
You may not
- Sell or redistribute the files themselves
- Include them in an asset pack you sell
- Sublicense them to a client as their own asset
In practice: The usual choice for a studio buying a tool or a system it will use again. You can build anything with it. You cannot become a reseller of it.
Extended
extended
Use anywhere, modify freely, include in products you sell, as long as the asset is not the main value of that product.
You may
- Use the files anywhere, in any number of projects
- Modify them however you like
- Include them in products you sell, including asset packs and templates
- Deliver them to a client as part of work you were paid for
You may not
- Sell the asset on its own, essentially unchanged, as if it were yours
- Claim you created it
In practice: The broadest license here, and the one to buy if you make things for other people. The limit is that the asset cannot be the main value of what you sell: a UI kit inside a game template is fine, the same UI kit relisted as a UI kit is not.
Credit required
cc_by
Free to use anywhere with credit to the creator.
You may
- Use the files anywhere, commercially included
- Modify and build on them
- Redistribute them, including as part of something you sell
You may not
- Remove the credit to the creator
- Claim you created it
- Imply the creator endorses what you made
In practice: Credit the creator somewhere a person can find it: the game description, an in-game credits screen, or the readme of a pack. This is the only license here that lets you redistribute the files.
If a seller breaks their own license
If you bought something and the seller later tells you the license does not mean what it says here, the license on the listing at the time you bought it is what you agreed to. Open a dispute from your library and say so.
If you think a listing is not the seller’s work
Report it. A license granted by somebody who did not own the work in the first place is worth nothing, which is the whole reason the terms are strict about what may be sold, and the reason every listing shows a provenance panel.