Templates

Daily Rewards

Roblox Daily Rewards GUI Template

A daily rewards template with seven claim cards, a streak counter, highlighted current day, and claim button.

Open in Editor

How it works

This template stores every UI object as structured JSON, renders it in the browser, and converts the same schema into Roblox Studio-friendly Luau.

  1. Open the template in the editor.
  2. Change labels, colors, positions, and sizes.
  3. Copy the generated Luau into a LocalScript in Roblox Studio.

Customization tips

  • Make the current day visually obvious.
  • Show future rewards without hiding the claim action.
  • Run reward grants on the server.

roblox daily rewards gui template is the single topic for this template detail page. The goal is to help creators understand what the Daily Rewards GUI is for, how the visible layout works, what they should edit before export, and what Roblox Studio logic still belongs in their own project. The template gives a practical UI starting point without implying that interface code can replace secure gameplay systems.

Use case

When to use this roblox daily rewards gui template

Use the Daily Rewards GUI when your Roblox experience needs to show a streak-style reward schedule with claim states and a clear current-day action. It is best for retention-focused simulators, pet games, obby reward loops, and event games, because those games usually need a player-facing screen that is understandable in a few seconds and easy to connect to existing data. The template is deliberately shaped around one visible job, so creators are not forced to delete a pile of unrelated widgets before the UI becomes useful.

The detail page should keep that same focus. A visitor searching for roblox daily rewards gui template wants to inspect the layout, understand whether it matches their game, and move into the editor if the fit is strong. This page therefore explains the screen purpose, the editable parts, the safe export boundary, and the related guide rather than trying to rank for every Roblox UI phrase at the same time.

Layout anatomy

What the template includes

The visible layout includes reward calendar, current day highlight, claimed states, claim button, streak note, and reward icons. These pieces are ordinary Roblox UI concepts that a creator can recognize in the preview and then adjust in the editor. The important detail is that each part has a job. Decorative panels create contrast, labels explain state, buttons communicate action, and helper text prevents the player from guessing what will happen next.

Before exporting, inspect the layer names and the text that players will see. Script-friendly names make the generated Luau easier to connect later. Short labels make the page more resilient on mobile screens. A single strong action color keeps the main button from competing with every other label and panel on the screen.

Editing workflow

How to customize it before export

Start by editing copy and names before changing decoration. For this template, the most useful edits are to make current-day status obvious, separate claimed and locked states, write reward copy conservatively, and keep the claim button singular. Those changes make the UI feel specific to the game while preserving the structure that already works. If the creator changes spacing first and copy later, they often discover too late that real item names, reward names, or player stats do not fit.

After the text is realistic, adjust color and spacing in the editor. Keep one visual system across the template: one panel background family, one accent for the primary action, and one muted color for helper text. The exported code will be easier to review when the template is still organized around clear roles instead of many unrelated colors and one-off sizes.

Roblox Studio

What to connect after pasting the Luau

The exported Luau creates the interface structure, but the Roblox Studio project still owns behavior. The most likely connections for this template are server time source, claim eligibility, reward grant validation, and streak reset rules. Treat the generated ScreenGui as a view layer. It can show data and receive button clicks, but it should not be the authority for purchases, rewards, score changes, or ownership.

The daily rewards template does not decide whether a player can claim. Use server time and trusted validation before granting rewards.

Mobile review

Checks before players see it

Roblox players may see this UI on desktop, tablet, or phone. Before using the export in a real experience, review calendar card width, claim button reach, small reward label readability, and modal height. Mobile checks should happen before a creator duplicates the template many times, because small spacing errors multiply quickly once every item, row, or reward card uses the same pattern.

The safest mobile review is to test the template with longer real text than the preview uses. Put in the longest item name, longest reward label, or most awkward player stat you expect. If the layout survives that stress test, the exported ScreenGui is more likely to remain readable during normal play.

Export review

What to inspect in the generated Luau

Before copying this template into a larger place, review the generated Luau as if another creator will inherit it. Confirm that the ScreenGui name is clear, each important button has a script-friendly name, labels contain real game copy, and styling helpers such as UICorner, UIStroke, and padding are attached to the expected parent objects. This review makes the roblox daily rewards gui template page more than a preview; it becomes a handoff checklist.

The code should stay easy to delete and easy to connect. If a visible element does not support the template's purpose, remove it before export. If a button will later start a purchase, reward, selection, or settings action, name it for that action now. A clean visual export gives the Studio scripts a stable surface without pretending the UI itself is trusted game logic.

Accessibility

Naming and readability details

Readable UI starts with text that explains the current state. Replace placeholder labels with the words players will actually see, then check whether the most important label still fits. If the label needs to be shortened, shorten the copy before shrinking the font. Tiny text makes a template look complete in a preview but weak during real play. This check should happen before every export.

Object names matter too. A button named BuySpeedBoost is easier to connect than a generic Button1. A frame named QuestTrackerPanel is easier to find than Frame7. Clear names help the exported roblox daily rewards gui template remain understandable after it leaves the browser editor and becomes part of a Roblox Studio project.

Next steps

Related pages for the same task

The most relevant internal path for this page is /editor, /how-to-make-a-daily-reward-gui-in-roblox, and /templates/code-redeem-gui. Those links keep the user inside the same task family: edit this template, read the guide that explains the implementation details, or compare one closely related template. This is better for users and better for SEO than sending every template page to every article on the site.

When this template is complete, the next action should be simple: open it in the editor, make the text and names match the game, copy the Luau, and then connect the interface to trusted Studio logic. That workflow is the reason this page stays centered on roblox daily rewards gui template.

FAQ

Common questions

What is this roblox daily rewards gui template for?

It is for creators who need to show a streak-style reward schedule with claim states and a clear current-day action. It gives them a visible starting layout that can be edited online and exported as Roblox UI instance code.

Does the template include gameplay logic?

No. The template exports UI structure only. Purchases, rewards, inventory state, scores, quest progress, and validation should be implemented in the creator Roblox project.

Can I edit the template before copying the Luau?

Yes. Open the template in the editor, change names, text, spacing, colors, and sizing, then copy the generated Luau after the preview matches your game.

Next steps

Related next steps

Luau export

Copy the generated ScreenGui code.

local Players = game:GetService("Players")
local player = Players.LocalPlayer
local playerGui = player:WaitForChild("PlayerGui")

local screenGui = Instance.new("ScreenGui")
screenGui.Name = "DailyRewardsGUIScreenGui"
screenGui.ResetOnSpawn = false
screenGui.Parent = playerGui

local dailyRewardsFrame = Instance.new("Frame")
dailyRewardsFrame.Name = "DailyRewardsFrame"
dailyRewardsFrame.Position = UDim2.new(0.5, -380, 0.5, -230)
dailyRewardsFrame.Size = UDim2.new(0, 760, 0, 460)
dailyRewardsFrame.AnchorPoint = Vector2.new(0, 0)
dailyRewardsFrame.ZIndex = 1
dailyRewardsFrame.Visible = true
dailyRewardsFrame.BackgroundColor3 = Color3.fromRGB(255, 247, 237)
dailyRewardsFrame.BorderSizePixel = 0
dailyRewardsFrame.Parent = screenGui

local dailyRewardsFrameCorner = Instance.new("UICorner")
dailyRewardsFrameCorner.CornerRadius = UDim.new(0, 28)
dailyRewardsFrameCorner.Parent = dailyRewardsFrame

local dailyRewardsFrameStroke = Instance.new("UIStroke")
dailyRewardsFrameStroke.Color = Color3.fromRGB(251, 146, 60)
dailyRewardsFrameStroke.Thickness = 2
dailyRewardsFrameStroke.Parent = dailyRewardsFrame

local dailyRewardsFramePadding = Instance.new("UIPadding")
dailyRewardsFramePadding.PaddingTop = UDim.new(0, 24)
dailyRewardsFramePadding.PaddingRight = UDim.new(0, 24)
dailyRewardsFramePadding.PaddingBottom = UDim.new(0, 24)
dailyRewardsFramePadding.PaddingLeft = UDim.new(0, 24)
dailyRewardsFramePadding.Parent = dailyRewardsFrame

local dailyRewardsTitle = Instance.new("TextLabel")
dailyRewardsTitle.Name = "DailyRewardsTitle"
dailyRewardsTitle.Position = UDim2.new(0, 34, 0, 26)
dailyRewardsTitle.Size = UDim2.new(0, 420, 0, 46)
dailyRewardsTitle.AnchorPoint = Vector2.new(0, 0)
dailyRewardsTitle.ZIndex = 2
dailyRewardsTitle.Visible = true
dailyRewardsTitle.BackgroundTransparency = 1
dailyRewardsTitle.Text = "Daily Rewards"
dailyRewardsTitle.TextColor3 = Color3.fromRGB(124, 45, 18)
dailyRewardsTitle.TextSize = 34
dailyRewardsTitle.Font = Enum.Font.GothamBold
dailyRewardsTitle.Parent = dailyRewardsFrame

local dayOneCard = Instance.new("TextLabel")
dayOneCard.Name = "DayOneCard"
dayOneCard.Position = UDim2.new(0, 34, 0, 108)
dayOneCard.Size = UDim2.new(0, 150, 0, 120)
dayOneCard.AnchorPoint = Vector2.new(0, 0)
dayOneCard.ZIndex = 2
dayOneCard.Visible = true
dayOneCard.BackgroundColor3 = Color3.fromRGB(255, 237, 213)
dayOneCard.BorderSizePixel = 0
dayOneCard.Text = "Day 1\n100 Coins"
dayOneCard.TextColor3 = Color3.fromRGB(154, 52, 18)
dayOneCard.TextSize = 20
dayOneCard.Font = Enum.Font.GothamBold
dayOneCard.TextWrapped = true
dayOneCard.Parent = dailyRewardsFrame

local dayOneCardCorner = Instance.new("UICorner")
dayOneCardCorner.CornerRadius = UDim.new(0, 20)
dayOneCardCorner.Parent = dayOneCard

local dayOneCardStroke = Instance.new("UIStroke")
dayOneCardStroke.Color = Color3.fromRGB(253, 186, 116)
dayOneCardStroke.Thickness = 2
dayOneCardStroke.Parent = dayOneCard

local daySevenCard = Instance.new("TextLabel")
daySevenCard.Name = "DaySevenCard"
daySevenCard.Position = UDim2.new(0, 544, 0, 108)
daySevenCard.Size = UDim2.new(0, 150, 0, 120)
daySevenCard.AnchorPoint = Vector2.new(0, 0)
daySevenCard.ZIndex = 2
daySevenCard.Visible = true
daySevenCard.BackgroundColor3 = Color3.fromRGB(254, 243, 199)
daySevenCard.BorderSizePixel = 0
daySevenCard.Text = "Day 7\nRare Chest"
daySevenCard.TextColor3 = Color3.fromRGB(120, 53, 15)
daySevenCard.TextSize = 20
daySevenCard.Font = Enum.Font.GothamBold
daySevenCard.TextWrapped = true
daySevenCard.Parent = dailyRewardsFrame

local daySevenCardCorner = Instance.new("UICorner")
daySevenCardCorner.CornerRadius = UDim.new(0, 20)
daySevenCardCorner.Parent = daySevenCard

local daySevenCardStroke = Instance.new("UIStroke")
daySevenCardStroke.Color = Color3.fromRGB(245, 158, 11)
daySevenCardStroke.Thickness = 2
daySevenCardStroke.Parent = daySevenCard

local dayThreeCard = Instance.new("TextLabel")
dayThreeCard.Name = "DayThreeCard"
dayThreeCard.Position = UDim2.new(0, 374, 0, 108)
dayThreeCard.Size = UDim2.new(0, 150, 0, 120)
dayThreeCard.AnchorPoint = Vector2.new(0, 0)
dayThreeCard.ZIndex = 2
dayThreeCard.Visible = true
dayThreeCard.BackgroundColor3 = Color3.fromRGB(254, 215, 170)
dayThreeCard.BorderSizePixel = 0
dayThreeCard.Text = "Today\n2x Boost"
dayThreeCard.TextColor3 = Color3.fromRGB(124, 45, 18)
dayThreeCard.TextSize = 21
dayThreeCard.Font = Enum.Font.GothamBold
dayThreeCard.TextWrapped = true
dayThreeCard.Parent = dailyRewardsFrame

local dayThreeCardCorner = Instance.new("UICorner")
dayThreeCardCorner.CornerRadius = UDim.new(0, 20)
dayThreeCardCorner.Parent = dayThreeCard

local dayThreeCardStroke = Instance.new("UIStroke")
dayThreeCardStroke.Color = Color3.fromRGB(234, 88, 12)
dayThreeCardStroke.Thickness = 3
dayThreeCardStroke.Parent = dayThreeCard

local dayTwoCard = Instance.new("TextLabel")
dayTwoCard.Name = "DayTwoCard"
dayTwoCard.Position = UDim2.new(0, 204, 0, 108)
dayTwoCard.Size = UDim2.new(0, 150, 0, 120)
dayTwoCard.AnchorPoint = Vector2.new(0, 0)
dayTwoCard.ZIndex = 2
dayTwoCard.Visible = true
dayTwoCard.BackgroundColor3 = Color3.fromRGB(255, 237, 213)
dayTwoCard.BorderSizePixel = 0
dayTwoCard.Text = "Day 2\n150 Coins"
dayTwoCard.TextColor3 = Color3.fromRGB(154, 52, 18)
dayTwoCard.TextSize = 20
dayTwoCard.Font = Enum.Font.GothamBold
dayTwoCard.TextWrapped = true
dayTwoCard.Parent = dailyRewardsFrame

local dayTwoCardCorner = Instance.new("UICorner")
dayTwoCardCorner.CornerRadius = UDim.new(0, 20)
dayTwoCardCorner.Parent = dayTwoCard

local dayTwoCardStroke = Instance.new("UIStroke")
dayTwoCardStroke.Color = Color3.fromRGB(253, 186, 116)
dayTwoCardStroke.Thickness = 2
dayTwoCardStroke.Parent = dayTwoCard

local rewardNote = Instance.new("TextLabel")
rewardNote.Name = "RewardNote"
rewardNote.Position = UDim2.new(0, 34, 0, 260)
rewardNote.Size = UDim2.new(1, -68, 0, 46)
rewardNote.AnchorPoint = Vector2.new(0, 0)
rewardNote.ZIndex = 2
rewardNote.Visible = true
rewardNote.BackgroundTransparency = 1
rewardNote.Text = "Come back every day to keep your streak and unlock the Day 7 chest."
rewardNote.TextColor3 = Color3.fromRGB(154, 52, 18)
rewardNote.TextSize = 20
rewardNote.Font = Enum.Font.GothamBold
rewardNote.TextWrapped = true
rewardNote.Parent = dailyRewardsFrame

local streakCounter = Instance.new("TextLabel")
streakCounter.Name = "StreakCounter"
streakCounter.Position = UDim2.new(1, -220, 0, 30)
streakCounter.Size = UDim2.new(0, 180, 0, 42)
streakCounter.AnchorPoint = Vector2.new(0, 0)
streakCounter.ZIndex = 2
streakCounter.Visible = true
streakCounter.BackgroundColor3 = Color3.fromRGB(254, 215, 170)
streakCounter.BorderSizePixel = 0
streakCounter.Text = "Streak: 4 days"
streakCounter.TextColor3 = Color3.fromRGB(124, 45, 18)
streakCounter.TextSize = 18
streakCounter.Font = Enum.Font.GothamBold
streakCounter.Parent = dailyRewardsFrame

local streakCounterCorner = Instance.new("UICorner")
streakCounterCorner.CornerRadius = UDim.new(0, 14)
streakCounterCorner.Parent = streakCounter

local claimButton = Instance.new("TextButton")
claimButton.Name = "ClaimButton"
claimButton.Position = UDim2.new(0.5, -150, 1, -88)
claimButton.Size = UDim2.new(0, 300, 0, 58)
claimButton.AnchorPoint = Vector2.new(0, 0)
claimButton.ZIndex = 3
claimButton.Visible = true
claimButton.BackgroundColor3 = Color3.fromRGB(234, 88, 12)
claimButton.BorderSizePixel = 0
claimButton.Text = "Claim Today"
claimButton.TextColor3 = Color3.fromRGB(255, 255, 255)
claimButton.TextSize = 22
claimButton.Font = Enum.Font.GothamBold
claimButton.Parent = dailyRewardsFrame

local claimButtonCorner = Instance.new("UICorner")
claimButtonCorner.CornerRadius = UDim.new(0, 18)
claimButtonCorner.Parent = claimButton

Roblox Studio import steps

  1. Create a LocalScript where your player UI setup belongs.
  2. Paste the exported Luau code.
  3. Run Play mode and confirm the ScreenGui appears in PlayerGui.
  4. Connect button events and game data in your own scripts.

FAQ

Does this include daily reset logic?

No. Use your own server-side time checks and DataStore fields to decide which cards are available.

Can I add more than seven days?

Yes. Duplicate reward cards or place them inside a ScrollingFrame for longer calendars.

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