Roblox networking
Build explicit request and replication contracts in which the server decides authoritative game
state and clients provide input or intent. Targets Roblox's rolling platform APIs. This skill goes
deeper than the networking primer in roblox-luau.
When to use
- Use to design, implement, debug, or secure cross-boundary Roblox communication.
- Use when a remote trusts client values, an exploiter can target arbitrary Instances, messages
spam services, streamed objects are missing, or clients disagree with the server.
When not to use: basic Luau/services belong to roblox-luau; persistent state belongs to
roblox-datastores; physical ownership mechanics also compose with roblox-physics.
Workflow
- Inspect the existing protocol. Find every remote and both endpoints; document direction,
sender, payload, frequency, authority, validation, and consumers. Reuse the canonical remote
folder—do not create a duplicate because discovery was skipped.
- Classify each message. Client request, server fact, or ephemeral cosmetic sample. Choose
reliable event, unreliable event, or request/response from semantics—not convenience.
- Minimize the payload. Send stable identifiers and intent. Do not send a price, damage,
ownership result, arbitrary path, or computed outcome the server can derive.
- Validate in layers. Check type/shape/finiteness, allowlisted value, Instance class and
ancestry, player permissions/state, distance/line of sight where relevant, server cooldown,
and rate budget before doing expensive work.
- Apply on the server. The server resolves targets and mutates health, inventory, currency,
cooldowns, and progression. Client-side checks improve UX but grant no trust.
- Replicate narrowly. Use
FireClient for private or local facts; broadcast only shared facts.
Avoid sending replicated properties again unless the client needs a distinct presentation event.
- Handle time and lifecycle. Requests may arrive after death, respawn, streaming changes, or
disconnect. Resolve the current character/state during handling and clean per-player limiter data.
- Verify with Server & Clients. Exercise normal, malformed, spam, out-of-range, stale
character, rapid respawn, leaving, simultaneous players, targeted, and broadcast cases. Inspect
server and each client Output separately.
Choose the transport
| Primitive |
Use |
Do not use |
RemoteEvent |
ordered, reliable one-way requests/facts |
continuous samples where newer replaces older |
UnreliableRemoteEvent |
ephemeral cosmetic/continuous state tolerant of loss and reordering |
purchases, damage decisions, inventory, one-shot state transitions |
RemoteFunction |
bounded client-to-server query that truly needs an immediate reply |
server-to-client invocation; long/uncertain work; ordinary commands |
Never invoke a client synchronously from the server. A client may disconnect, error, or never
return. Prefer server RemoteEvent:FireClient() and a separate response event when needed.
Pattern: validate before resolving gameplay
-- ServerScriptService/CombatRequests.server.luau
local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Workspace = game:GetService("Workspace")
local attack = ReplicatedStorage.Remotes.Attack
local lastRequest: {[Player]: number} = {}
local RANGE = 12
local COOLDOWN = 0.25
attack.OnServerEvent:Connect(function(player: Player, target: unknown)
local now = Workspace:GetServerTimeNow()
if now - (lastRequest[player] or -math.huge) < COOLDOWN then return end
lastRequest[player] = now
if typeof(target) ~= "Instance" or not target:IsA("Model") then return end
if not target:IsDescendantOf(Workspace.Characters) then return end
local targetHumanoid = target:FindFirstChildOfClass("Humanoid")
local targetRoot = target:FindFirstChild("HumanoidRootPart")
local character = player.Character
local root = character and character:FindFirstChild("HumanoidRootPart")
local humanoid = character and character:FindFirstChildOfClass("Humanoid")
if not targetHumanoid or not targetRoot or not root or not humanoid then return end
if humanoid.Health <= 0 or targetHumanoid.Health <= 0 then return end
if (root.Position - targetRoot.Position).Magnitude > RANGE then return end
if not serverCombatStateAllowsAttack(player, now) then return end
targetHumanoid:TakeDamage(serverDamageFor(player))
end)
Players.PlayerRemoving:Connect(function(player)
lastRequest[player] = nil
end)
This is still only a compact example: a real melee system may require server-known attack windows,
line-of-sight/shape checks, team rules, and lag policy. Do not treat one distance check as security.
Pattern: token bucket at the boundary
type Bucket = {tokens: number, updatedAt: number}
local buckets: {[Player]: Bucket} = {}
local CAPACITY, REFILL_PER_SECOND = 6, 3
local function consume(player: Player, cost: number): boolean
local now = os.clock()
local bucket = buckets[player] or {tokens = CAPACITY, updatedAt = now}
bucket.tokens = math.min(CAPACITY,
bucket.tokens + (now - bucket.updatedAt) * REFILL_PER_SECOND)
bucket.updatedAt = now
if bucket.tokens < cost then buckets[player] = bucket; return false end
bucket.tokens -= cost
buckets[player] = bucket
return true
end
Assign cost by server impact. Reject cheaply before datastore calls, cloning, raycasts, or broad
replication. Log aggregate abuse signals, not one warning per rejected packet.
Replication, streaming, and prediction
- Replicated Instances/properties are already a state channel. Use remotes for intent, private
state, or presentation cues, not an unconditional parallel copy of the DataModel.
- With instance streaming, a valid server Instance may not exist on a client. Send a stable ID and
tolerate absence; do not wait forever for optional streamed content.
- High-rate cosmetic data may use
UnreliableRemoteEvent; make each sample self-contained because
delivery and order are not guaranteed. Payloads over 1000 bytes are dropped (Studio Output
reports the overage). RemoteEvent and UnreliableRemoteEvent also share a throttle of roughly
500 calls/second per client, counted across all remotes of that type — which is what a
legitimate player hits before any attacker does.
- Predict only latency-sensitive reversible presentation. Include a client sequence/command ID;
the server returns authoritative state and acknowledgement; the client corrects smoothly. Never
let prediction award damage, currency, inventory, or progression.
- Network ownership improves responsiveness but lets that client influence physical simulation.
Validate gameplay consequences on the server; ownership is not authorization.
Common failures
| Symptom |
Likely cause |
Remedy |
| exploiter chooses damage/price |
outcome accepted from client |
send intent/ID; derive and apply on server |
| arbitrary object can be deleted |
only typeof(Instance) checked |
validate class, ancestry, ownership, state, and allowlisted operation |
| server stalls on a player |
server invokes client RemoteFunction |
replace with asynchronous events |
| valid player triggers throttling |
per-frame reliable messages |
lower frequency, state replication, batching, or unreliable cosmetics |
| old packet reverses new effect |
unordered unreliable samples treated as commands |
make samples replaceable/versioned; use reliable event for transitions |
| remote breaks after respawn |
cached character/root |
resolve current character during handling and reject stale state |
| private data leaks |
FireAllClients used by default |
use FireClient and minimal payloads |
| distance check is bypassed |
client-owned object moved near target |
anchor/server-own critical object and validate full server context |
Resources
- Read
references/validation-and-testing.md for payload rules, Instance/finiteness checks,
replication design, and the required multi-client abuse matrix.
Related skills
roblox-luau — execution locations and basic RemoteEvent mechanics.
roblox-characters — respawn-safe character resolution.
roblox-physics — network ownership, ray/overlap validation, and physical consequences.
roblox-studio-workflow — Server & Clients testing and Output inspection.
Primary references
https://create.roblox.com/docs/scripting/events/remote
https://create.roblox.com/docs/scripting/security/client-server-boundary
https://create.roblox.com/docs/physics/network-ownership
https://create.roblox.com/docs/studio/testing-modes
1---2name: roblox-networking3description: Design and harden Roblox client/server networking with RemoteEvent, RemoteFunction, and UnreliableRemoteEvent; server authority, argument and Instance validation, rate limits, proximity/ownership checks, targeted replication, streaming, lifecycle, prediction, and reconciliation. Use for Roblox remotes, exploits, request spam, multiplayer replication, network ownership, high-frequency cosmetic updates, or server/client desynchronization.4---5
6# Roblox networking
7
8Build explicit request and replication contracts in which the server decides authoritative game
9state and clients provide input or intent. Targets Roblox's rolling platform APIs. This skill goes
10deeper than the networking primer in `roblox-luau`.
11
12## When to use
13
14- Use to design, implement, debug, or secure cross-boundary Roblox communication.
15- Use when a remote trusts client values, an exploiter can target arbitrary Instances, messages
16 spam services, streamed objects are missing, or clients disagree with the server.
17
18**When not to use:** basic Luau/services belong to `roblox-luau`; persistent state belongs to
19`roblox-datastores`; physical ownership mechanics also compose with `roblox-physics`.
20
21## Workflow
22
231. **Inspect the existing protocol.** Find every remote and both endpoints; document direction,
24 sender, payload, frequency, authority, validation, and consumers. Reuse the canonical remote
25 folder—do not create a duplicate because discovery was skipped.
262. **Classify each message.** Client request, server fact, or ephemeral cosmetic sample. Choose
27 reliable event, unreliable event, or request/response from semantics—not convenience.
283. **Minimize the payload.** Send stable identifiers and intent. Do not send a price, damage,
29 ownership result, arbitrary path, or computed outcome the server can derive.
304. **Validate in layers.** Check type/shape/finiteness, allowlisted value, Instance class and
31 ancestry, player permissions/state, distance/line of sight where relevant, server cooldown,
32 and rate budget before doing expensive work.
335. **Apply on the server.** The server resolves targets and mutates health, inventory, currency,
34 cooldowns, and progression. Client-side checks improve UX but grant no trust.
356. **Replicate narrowly.** Use `FireClient` for private or local facts; broadcast only shared facts.
36 Avoid sending replicated properties again unless the client needs a distinct presentation event.
377. **Handle time and lifecycle.** Requests may arrive after death, respawn, streaming changes, or
38 disconnect. Resolve the current character/state during handling and clean per-player limiter data.
398. **Verify with Server & Clients.** Exercise normal, malformed, spam, out-of-range, stale
40 character, rapid respawn, leaving, simultaneous players, targeted, and broadcast cases. Inspect
41 server and each client Output separately.
42
43## Choose the transport
44
45| Primitive | Use | Do not use |
46|---|---|---|
47| `RemoteEvent` | ordered, reliable one-way requests/facts | continuous samples where newer replaces older |
48| `UnreliableRemoteEvent` | ephemeral cosmetic/continuous state tolerant of loss and reordering | purchases, damage decisions, inventory, one-shot state transitions |
49| `RemoteFunction` | bounded client-to-server query that truly needs an immediate reply | server-to-client invocation; long/uncertain work; ordinary commands |
50
51Never invoke a client synchronously from the server. A client may disconnect, error, or never
52return. Prefer server `RemoteEvent:FireClient()` and a separate response event when needed.
53
54## Pattern: validate before resolving gameplay
55
56```lua
57-- ServerScriptService/CombatRequests.server.luau
58local Players = game:GetService("Players")
59local ReplicatedStorage = game:GetService("ReplicatedStorage")
60local Workspace = game:GetService("Workspace")
61
62local attack = ReplicatedStorage.Remotes.Attack
63local lastRequest: {[Player]: number} = {}
64local RANGE = 12
65local COOLDOWN = 0.25
66
67attack.OnServerEvent:Connect(function(player: Player, target: unknown)
68 local now = Workspace:GetServerTimeNow()
69 if now - (lastRequest[player] or -math.huge) < COOLDOWN then return end
70 lastRequest[player] = now
71
72 if typeof(target) ~= "Instance" or not target:IsA("Model") then return end
73 if not target:IsDescendantOf(Workspace.Characters) then return end
74 local targetHumanoid = target:FindFirstChildOfClass("Humanoid")
75 local targetRoot = target:FindFirstChild("HumanoidRootPart")
76 local character = player.Character
77 local root = character and character:FindFirstChild("HumanoidRootPart")
78 local humanoid = character and character:FindFirstChildOfClass("Humanoid")
79 if not targetHumanoid or not targetRoot or not root or not humanoid then return end
80 if humanoid.Health <= 0 or targetHumanoid.Health <= 0 then return end
81 if (root.Position - targetRoot.Position).Magnitude > RANGE then return end
82 if not serverCombatStateAllowsAttack(player, now) then return end
83
84 targetHumanoid:TakeDamage(serverDamageFor(player))
85end)
86
87Players.PlayerRemoving:Connect(function(player)
88 lastRequest[player] = nil
89end)
90```
91
92This is still only a compact example: a real melee system may require server-known attack windows,
93line-of-sight/shape checks, team rules, and lag policy. Do not treat one distance check as security.
94
95## Pattern: token bucket at the boundary
96
97```lua
98type Bucket = {tokens: number, updatedAt: number}
99local buckets: {[Player]: Bucket} = {}
100local CAPACITY, REFILL_PER_SECOND = 6, 3
101
102local function consume(player: Player, cost: number): boolean
103 local now = os.clock()
104 local bucket = buckets[player] or {tokens = CAPACITY, updatedAt = now}
105 bucket.tokens = math.min(CAPACITY,
106 bucket.tokens + (now - bucket.updatedAt) * REFILL_PER_SECOND)
107 bucket.updatedAt = now
108 if bucket.tokens < cost then buckets[player] = bucket; return false end
109 bucket.tokens -= cost
110 buckets[player] = bucket
111 return true
112end
113```
114
115Assign cost by server impact. Reject cheaply before datastore calls, cloning, raycasts, or broad
116replication. Log aggregate abuse signals, not one warning per rejected packet.
117
118## Replication, streaming, and prediction
119
120- Replicated Instances/properties are already a state channel. Use remotes for intent, private
121 state, or presentation cues, not an unconditional parallel copy of the DataModel.
122- With instance streaming, a valid server Instance may not exist on a client. Send a stable ID and
123 tolerate absence; do not wait forever for optional streamed content.
124- High-rate cosmetic data may use `UnreliableRemoteEvent`; make each sample self-contained because
125 delivery and order are not guaranteed. Payloads over **1000 bytes are dropped** (Studio Output
126 reports the overage). `RemoteEvent` and `UnreliableRemoteEvent` also share a throttle of roughly
127 **500 calls/second per client**, counted across all remotes of that type — which is what a
128 legitimate player hits before any attacker does.
129- Predict only latency-sensitive reversible presentation. Include a client sequence/command ID;
130 the server returns authoritative state and acknowledgement; the client corrects smoothly. Never
131 let prediction award damage, currency, inventory, or progression.
132- Network ownership improves responsiveness but lets that client influence physical simulation.
133 Validate gameplay consequences on the server; ownership is not authorization.
134
135## Common failures
136
137| Symptom | Likely cause | Remedy |
138|---|---|---|
139| exploiter chooses damage/price | outcome accepted from client | send intent/ID; derive and apply on server |
140| arbitrary object can be deleted | only `typeof(Instance)` checked | validate class, ancestry, ownership, state, and allowlisted operation |
141| server stalls on a player | server invokes client `RemoteFunction` | replace with asynchronous events |
142| valid player triggers throttling | per-frame reliable messages | lower frequency, state replication, batching, or unreliable cosmetics |
143| old packet reverses new effect | unordered unreliable samples treated as commands | make samples replaceable/versioned; use reliable event for transitions |
144| remote breaks after respawn | cached character/root | resolve current character during handling and reject stale state |
145| private data leaks | `FireAllClients` used by default | use `FireClient` and minimal payloads |
146| distance check is bypassed | client-owned object moved near target | anchor/server-own critical object and validate full server context |
147
148## Resources
149
150- Read `references/validation-and-testing.md` for payload rules, Instance/finiteness checks,
151 replication design, and the required multi-client abuse matrix.
152
153## Related skills
154
155- `roblox-luau` — execution locations and basic RemoteEvent mechanics.
156- `roblox-characters` — respawn-safe character resolution.
157- `roblox-physics` — network ownership, ray/overlap validation, and physical consequences.
158- `roblox-studio-workflow` — Server & Clients testing and Output inspection.
159
160## Primary references
161
162- `https://create.roblox.com/docs/scripting/events/remote`
163- `https://create.roblox.com/docs/scripting/security/client-server-boundary`
164- `https://create.roblox.com/docs/physics/network-ownership`
165- `https://create.roblox.com/docs/studio/testing-modes`