| name | roblox-networking |
| description | Use for Roblox multiplayer communication across the client-server boundary: designing RemoteEvent, UnreliableRemoteEvent, and RemoteFunction flows; validating client requests; handling replication-aware gameplay; applying rate limits and anti-exploit checks; reasoning about network ownership, server-authority patterns, Input Action System use in authoritative gameplay, and streaming-sensitive multiplayer correctness. |
roblox-networking
When to Use
Use this skill when the task is primarily about multiplayer communication, replication, or trust boundaries in a Roblox experience:
- Designing or reviewing
RemoteEvent, UnreliableRemoteEvent, and RemoteFunction usage.
- Deciding what the client is allowed to send versus what the server must derive or verify.
- Choosing safe remote payload shapes, validating arguments, and handling replication timing.
- Protecting server logic from spam, malformed payloads, impossible requests, or exploit-driven abuse.
- Building interactions where the client initiates an action but the server remains authoritative.
- Reasoning about network ownership, client-predicted physics, or
Touched-related exploit risk.
- Applying server-authority ideas, prediction, rollback-aware structure, or input routing for competitive or authoritative gameplay.
- Designing multiplayer logic that must remain correct when streaming affects what the client can currently see or access.
Do not use this skill when the task is mainly about:
- Persistent data architecture, save formats, trading storage, or DataStore and MemoryStore design.
- Broad engine API lookup as the primary task.
- Open Cloud, OAuth, or external web integrations.
Decision Rules
- Use this skill if the main question is "how should client and server communicate safely and correctly?"
- Use this skill when a feature depends on remotes, replication timing, ownership of simulated parts, or server validation.
- Prefer
RemoteEvent for one-way signals and state notifications; prefer UnreliableRemoteEvent only for disposable, continuously changing data; prefer RemoteFunction only when a synchronous reply is truly required.
- Treat the server as the authority for shared game state, rewards, combat outcomes, movement permission, and any action that affects other players.
- If a client can request an action, validate permission, context, type, structure, value range, and frequency on the server before mutating state or broadcasting results.
- If the task is mostly about where scripts live, core services, attributes, bindables, or basic runtime structure without a strong networking/security angle, hand off to
roblox-core.
- If the task is mainly about data persistence or cross-server state, hand off to
roblox-data.
- If the task is mainly about exhaustive class/member lookup, hand off to
roblox-api.
- If a request mixes networking with out-of-scope systems, answer only the multiplayer and trust-boundary portion and explicitly exclude the rest.
- When unsure, omit material that would drift into persistence, cloud auth, or broad API catalog guidance.
Instructions
- Start by classifying each piece of information:
- Client input intent.
- Server-derived authoritative state.
- Replicated presentation or notification.
- Disposable telemetry or cosmetic updates.
- Choose the narrowest network primitive that matches the job:
RemoteEvent for async one-way communication.
UnreliableRemoteEvent for frequent data where dropped or out-of-order updates are acceptable.
RemoteFunction only for short, bounded request-response flows where yielding is acceptable and server ownership of the decision is clear.
- Keep remote contracts explicit and small:
- Prefer stable argument order and dictionaries with string keys.
- Do not rely on metatables, function values, mixed tables, non-replicated instances, or table identity surviving a network hop.
- Pass identifiers, compact values, or validated replicated instances instead of arbitrary object trees.
- Design remotes around intent, not outcome:
- Client says "I pressed interact on this target" or "I attempted to fire from here toward this hit point."
- Server decides whether the action is legal and computes the result.
- Avoid remotes where the client directly declares rewards, damage, inventory changes, or unrestricted instance mutations.
- Validate every client-triggered request on the server:
- Permission/context: is the player alive, in range, in the right state, and allowed to do this now?
- Type/shape: are the arguments the expected kinds, sizes, and instance classes?
- Value sanity: reject impossible numbers,
NaN, inf, out-of-range vectors, or unknown ids.
- Timing: apply per-player rate limits or cooldowns before expensive work or broadcast fan-out.
- Treat server-to-client rebroadcasts as privileged operations:
- Never act as a blind relay from one client to other clients.
- Validate first, then broadcast only the minimal safe data needed for presentation.
- Use
RemoteFunction conservatively:
- Expect the caller to yield.
- Keep the callback fast and deterministic.
- Avoid
InvokeClient() for critical flows because the server can hang or fail if the client errors, disconnects, or never returns.
- Reason about replication explicitly:
- A remote arriving does not guarantee a related instance or property has already replicated to the client.
- With streaming enabled, clients may not currently have distant workspace content.
- Use
WaitForChild(), replication-aware design, tags, or model streaming controls instead of assuming presence.
- Treat network ownership as a performance tool with security cost:
- Client-owned physics can feel responsive.
- Client-owned physics can also be abused, and
Touched-based server logic becomes especially risky.
- Keep gameplay-critical physics server-owned unless the responsiveness tradeoff is worth the validation burden.
- For authoritative or competitive gameplay:
- Prefer a server-authority mindset where the server is the source of truth and the client primarily contributes input.
- Use the Input Action System for inputs that affect the core authoritative simulation.
- Keep simulation state separate from local rendering and effects.
- When discussing examples, stay inside scope:
- Focus on multiplayer communication, validation, ownership, authority, and streaming correctness.
- Do not expand into persistence architecture, cloud APIs, or general-purpose API catalogs.
Using References
- Open
references/remote-events-and-callbacks.md for remote selection, directionality, argument-shape limits, and safe payload design.
- Open
references/client-server-runtime.md for replication timing, latency expectations, and side ownership of gameplay responsibilities.
- Open
references/security-and-defensive-design.md for the security mindset, defensive design, and rate-limiting patterns.
- Open
references/client-server-boundary-guidance.md for concrete validation layers, secure rebroadcast patterns, and protection of client-triggered interactions.
- Open
references/network-ownership.md when physics responsiveness, client-owned parts, or Touched validity are part of the problem.
- Open
references/server-authority-model-and-techniques.md for authoritative simulation, prediction, rollback-aware structure, and latency-conscious design.
- Open
references/input-action-system.md when networked or authoritative gameplay depends on action-oriented, cross-platform input routing.
- Open
references/streaming-and-replication-behavior.md when correctness depends on streamed workspace content, replication focus, or models that may not be locally present.
Checklist
- The client-server contract is defined in terms of player intent, not client-declared outcomes.
- The chosen remote primitive matches the required reliability and response behavior.
- Remote payloads use stable, replication-safe shapes.
- The server validates permission, context, type, structure, and values before mutating shared state.
- The server applies rate limits or cooldowns to abuse-prone entry points.
- Server-to-client broadcasts happen only after validation and never as blind relays.
RemoteFunction use is justified and bounded.
- Replication timing assumptions are explicit, especially when remotes reference freshly created or streamed content.
- Network ownership choices are deliberate and paired with server-side validation where needed.
Touched, proximity, click, or drag interactions are not trusted just because the engine fired them.
- Authoritative gameplay uses client inputs and server-owned state rather than trusting client simulation results.
- Input guidance stays focused on networked or authoritative use of the Input Action System.
- No persistence architecture, Open Cloud, OAuth, or broad API catalog material is included.
Common Mistakes
- Letting the client tell the server who was damaged, what reward was earned, or which state change already happened.
- Using
RemoteFunction for convenience when an async RemoteEvent plus server-side state would be safer.
- Broadcasting one client's payload to every other client without validating it first.
- Passing mixed tables, metatable-backed objects, huge payloads, or sender-only instances across remotes.
- Forgetting to reject
NaN, inf, oversized strings, or spoofed instance references.
- Assuming a remote means an associated part, attribute, or model has already replicated.
- Relying on client cooldowns without server-side rate limiting.
- Treating client-owned physics or
Touched events as authoritative proof of contact.
- Using unreliable channels for state that must arrive in order.
- Mixing core authoritative simulation logic with local-only animation, camera, or VFX code.
Examples
Design a secure client-triggered interaction
InteractRemote:FireServer(targetId)
InteractRemote.OnServerEvent:Connect(function(player, targetId)
end)
Use unreliable remotes only for disposable updates
AimDirectionRemote:FireServer(lookVector)
- Accept dropped or out-of-order packets.
- Do not use this pattern for inventory, damage, scoring, or one-time transactions.
Keep authoritative simulation separate from rendering