| name | roblox-networking |
| description | Use when validating RemoteEvent or RemoteFunction arguments, adding rate limits, designing server-authoritative systems, or preventing exploits. |
| last_reviewed | "2026-07-13T00:00:00.000Z" |
| sources | ["https://create.roblox.com/docs/scripting/events/remote","https://create.roblox.com/docs/scripting/security/security-tactics","https://create.roblox.com/docs/scripting/security/client-server-boundary","https://create.roblox.com/docs/projects/server-authority","https://create.roblox.com/docs/reference/engine/classes/UnreliableRemoteEvent","https://devforum.roblox.com/t/introducing-unreliableremoteevents/2724155","https://devforum.roblox.com/t/remote-packet-size-counter-accurately-measure-the-amount-of-bytes-for-remotes/2320709","https://sleitnick.github.io/RbxUtil/api/TypedRemote/","original"] |
roblox networking
When to Load
Load when adding a remote, handling untrusted client input, implementing cooldowns, or deciding which side owns a gameplay result.
Quick Reference
- Treat every client argument as attacker-controlled input.
- Validate type, size, ownership, state, distance, and cooldown on the server.
- Look up prices, damage, rewards, and permissions from server-owned definitions.
- Choose the authority model before designing movement or continuous simulation. Server Authority uses client input prediction and server rollback; it is not the same thing as handing a part to a client with
SetNetworkOwner.
- For simulation-affecting input in Server Authority, use
InputAction/InputContext and RunService:BindToSimulation() rather than feeding continuous input through a RemoteEvent.
- Use events for most gameplay requests. Keep
RemoteFunction calls short and bounded.
- Use
RemoteEvent for reliable state changes within its event channel. Do not assume a RemoteEvent is ordered with property or attribute replication; use one explicit state channel or version the state when ordering matters. Use UnreliableRemoteEvent only for replaceable or ephemeral data such as VFX and continuous snapshots.
- Unreliable does not mean automatically faster: delivery is unordered, packets may be dropped, and payloads should stay at or below the documented 900-byte limit.
- Measure payload size and fire rate under load. Do not treat a community packet-size estimator as an official wire-format specification.
- Validate numeric inputs for NaN and infinity before applying range checks.
NaN makes ordinary < and > checks return false.
- Rate limits protect the server, but validation must still reject invalid requests.
- Record suspicious behavior and use thresholds. Do not punish a player for one malformed packet.
Need the details? Load references/full.md for reusable validation and throttling patterns.