roblox-architecture
Roblox project structure and client/server model - replication, where code and assets belong (ServerScriptService, ReplicatedStorage, StarterPlayer), RunContext, service/controller bootstrapping, player/character lifecycle, CollectionService components, attributes, streaming-safe client code, library choices. Use when starting a project, deciding where code goes, or fixing replication/streaming bugs.
How do I install this agent skill?
npx skills add https://github.com/el4cteo/roblox-skills --skill roblox-architectureIs this agent skill safe to install?
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The skill provides architectural guidance and best practices for Roblox game development using Luau. No security vulnerabilities, malicious patterns, or unauthorized activities were detected.
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Risk: LOW · No issues
What does this agent skill do?
Roblox game architecture
The model in one paragraph
Every Roblox game is a server (authoritative, runs Scripts, sees everything, owns DataStores)
plus one client per player (runs LocalScripts / client Scripts, renders, reads input).
The server's DataModel replicates to clients automatically. Client changes do not replicate
back, except: physics of parts the client has network ownership of (its character by default),
its own Humanoid state/animations, and remote calls. Assume every client is compromised
(see roblox-security). Design every feature as: client requests → server validates and
decides → state replicates → clients render.
Where things go
| Container | Runs/visible on | Put here |
|---|---|---|
ServerScriptService | Server only | Server Scripts and server-only ModuleScripts (game logic, data, anti-cheat). |
ServerStorage | Server only | Server-only assets: maps, NPC templates, tools to clone, secrets-adjacent config. |
ReplicatedStorage | Both | Shared modules (types, config, pure utils), RemoteEvents, assets clients clone. |
ReplicatedFirst | Client, first | Loading screen only. Replicates before everything else. |
StarterPlayer.StarterPlayerScripts | Client (copied once to PlayerScripts) | Client entry point and controllers. |
StarterPlayer.StarterCharacterScripts | Client (copied per spawn into character) | Per-character client scripts (rarely needed). |
StarterGui | Client (copied to PlayerGui) | ScreenGuis. Set ResetOnSpawn = false unless you want reset on death. |
Workspace | Both (streamed to clients) | The 3D world only. Not a place for code or templates. |
Lighting, SoundService, Teams, TextChatService | Both | Their respective config objects. |
Rules:
- Code in
ReplicatedStorageis downloadable by exploiters. Never put server logic, secrets, admin lists, or anti-cheat thresholds there. Script.RunContext:Legacy(default: behavior depends on the container),Server,Client, orPlugin. A non-Legacy RunContext makes aScriptrun regardless of container (e.g. aClientScript inReplicatedStorageruns on every client) — so templates you clone must not contain such scripts unintentionally. LegacyScripts don't run inReplicatedStorage/ServerStorage.
Project layout (Rojo-style, recommended)
src/
server/ -> ServerScriptService.Server (init.server.luau = entry point)
Services/ -> one ModuleScript per system (DataService, CombatService, ...)
client/ -> StarterPlayer.StarterPlayerScripts.Client (init.client.luau)
Controllers/ -> one ModuleScript per client system (InputController, UIController, ...)
shared/ -> ReplicatedStorage.Shared (types, config, pure logic, network definitions)
Packages/ -> ReplicatedStorage.Packages (Wally/pesde dependencies)
ServerPackages/ -> ServerScriptService.ServerPackages
One entry script per side, everything else is a ModuleScript. This gives deterministic load order,
testable modules, and a single place to wire dependencies. Roblox's own recommendation is equivalent:
one Script (RunContext = Server) in ServerScriptService and one Script (RunContext = Client) in
ReplicatedStorage, each requiring modules and calling their start(). Tooling setup: roblox-tooling.
Bootstrapping services (no framework needed)
--!strict
-- ServerScriptService/Server/init.server.luau
type Service = {
init: ((self: Service) -> ())?, -- sync setup; may reference other services; must not yield
start: ((self: Service) -> ())?, -- runs after every init; may yield / connect events
}
local servicesFolder = script:WaitForChild("Services")
local services: { [string]: Service } = {}
for _, module in servicesFolder:GetChildren() do
if module:IsA("ModuleScript") then
services[module.Name] = (require :: any)(module)
end
end
for name, service in services do
if service.init then
debug.setmemorycategory(name)
service:init()
debug.resetmemorycategory()
end
end
for name, service in services do
if service.start then
task.spawn(function()
debug.setmemorycategory(name)
service:start()
end)
end
end
- Services reference each other with plain
require(no cycles) or receive dependencies ininit. - The client mirrors this with
Controllers. Keep names symmetrical (ShopService/ShopController). - Frameworks like Knit are unnecessary for this; if a project already uses one, follow its conventions.
Player and character lifecycle
--!strict
local Players = game:GetService("Players")
local function onCharacterAdded(player: Player, character: Model)
local humanoid = character:WaitForChild("Humanoid") :: Humanoid
humanoid.Died:Once(function()
print(`{player.Name} died`)
end)
end
local function onPlayerAdded(player: Player)
-- Load data first (see roblox-data-stores), then set up character handling.
if player.Character then
task.spawn(onCharacterAdded, player, player.Character)
end
player.CharacterAdded:Connect(function(character)
onCharacterAdded(player, character)
end)
end
local function onPlayerRemoving(player: Player)
-- Save data, release session locks, clear every table keyed by this player.
print(`{player.Name} left`)
end
Players.PlayerAdded:Connect(onPlayerAdded)
Players.PlayerRemoving:Connect(onPlayerRemoving)
for _, player in Players:GetPlayers() do -- players who joined before this script connected
task.spawn(onPlayerAdded, player)
end
game:BindToClose(function()
-- Server shutdown: flush saves for remaining players (max ~30 s total).
end)
- Always handle players/characters that already exist when your code starts.
- Characters respawn: anything bound to a character must be re-created on
CharacterAdded. - On the client, character descendants may not exist yet (streaming):
WaitForChildthem.
Components with CollectionService tags
Tag instances (Studio Tags section or CollectionService:AddTag) and attach behavior in code.
This scales better than copying scripts into every model and works with streaming because the
added/removed signals fire as instances stream in and out.
--!strict
local CollectionService = game:GetService("CollectionService")
local TAG = "KillBrick"
local cleanups: { [Instance]: () -> () } = {}
local function onAdded(instance: Instance)
if not instance:IsA("BasePart") then
return
end
local connection = instance.Touched:Connect(function(hit)
local humanoid = hit.Parent and hit.Parent:FindFirstChildOfClass("Humanoid")
if humanoid then
humanoid.Health = 0
end
end)
cleanups[instance] = function()
connection:Disconnect()
end
end
local function onRemoved(instance: Instance)
local cleanup = cleanups[instance]
if cleanup then
cleanup()
cleanups[instance] = nil
end
end
CollectionService:GetInstanceAddedSignal(TAG):Connect(onAdded)
CollectionService:GetInstanceRemovedSignal(TAG):Connect(onRemoved)
for _, instance in CollectionService:GetTagged(TAG) do
task.spawn(onAdded, instance)
end
Configure components with attributes (instance:GetAttribute("Damage"),
GetAttributeChangedSignal) instead of IntValue/StringValue children. Attributes replicate
server → client, are cheaper, and show in the Properties panel.
Sharing state
| Need | Use |
|---|---|
| Small per-instance/per-player values visible to clients | Attributes on the instance / Player (server sets). |
| Events and requests | RemoteEvent / UnreliableRemoteEvent (see roblox-networking). |
| Large or per-player private state (inventory, quests) | Server-owned tables + remotes that send snapshots/diffs to that player only. |
| Same-side communication | Module function calls or a typed Signal module — not BindableEvent, _G, or shared. |
| Persistent data | roblox-data-stores. Cross-server: MessagingService / MemoryStore. |
Streaming (on by default for new places)
With Workspace.StreamingEnabled, clients only have nearby parts. Client code must:
WaitForChild(with a timeout when it may never arrive) or nil-check anything inWorkspace.- Use
ModelStreamingMode = Atomicfor models whose parts scripts need together;Persistentonly when a model must always be present (costs memory). - Treat
GetChildren, raycasts, and property reads of streamed-out parts as partial/stale; do full-world queries on the server. - Pre-stream destinations on the server with
player:RequestStreamAroundAsync(position)before teleporting a character.
Full pattern catalog and recommended Workspace settings: references/streaming.md.
Anti-patterns
- Dozens of loose
Scripts inside parts/models (use tags + one service). - Polling loops (
while task.wait(0.1) do check() end) instead of events orHeartbeatwithdeltaTime. - Trusting the client for game state, or firing remotes every frame.
_G/sharedglobals, circular requires, yielding at module top level.- Cloning maps into
Workspacefrom the client (client-only copies never get server updates). - Storing per-player data in the character (it's destroyed on death).
Library ecosystem (signals, cleanup, networking, UI, ECS, data): references/ecosystem.md.
Related skills
roblox-networking, roblox-security, roblox-data-stores, roblox-tooling, roblox-performance, roblox-game-systems.
How can the creator link this skill?
Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.
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