roblox-networking
Client-server communication - RemoteEvent, UnreliableRemoteEvent, RemoteFunction, what survives serialization, typed remote modules, server validation and rate limiting, bandwidth (deltas, buffers, batching), synced time, Zap/Blink. Use when adding remotes, syncing state to clients, debugging nil/lost remote arguments, or reducing lag and bandwidth.
How do I install this agent skill?
npx skills add https://github.com/el4cteo/roblox-skills --skill roblox-networkingIs this agent skill safe to install?
- Gen Agent Trust Hubpass
This skill provides secure guidelines and code templates for Roblox networking using Luau, including essential validation and performance techniques.
- Socketpass
No alerts
- Snykpass
Risk: LOW · No issues
What does this agent skill do?
Roblox networking
Pick the right channel
| Channel | Delivery | Use for |
|---|---|---|
RemoteEvent | Reliable, ordered | Requests (client→server), game events, UI updates. The default. |
UnreliableRemoteEvent | May drop or reorder; payload ≤ 1000 bytes (larger payloads are dropped) | Continuous, superseded-by-next data: aim direction, cosmetic VFX, positions of non-physics objects. |
RemoteFunction | Request/response, yields caller | Client→server queries that need an answer (e.g. "can I buy X?"). |
| Attributes / properties | Automatic replication server→client | Persistent state clients read (health, team, round state). |
| Physics replication | Automatic for owned assemblies | Moving parts; see roblox-physics. |
Never use RemoteFunction:InvokeClient: if the client errors, disconnects, or never returns, the server
throws or yields forever. Use a RemoteEvent to the client and another back if you need a reply.
Defining remotes once (typed)
Create remotes on the server; clients wait for them. Centralize names so typos can't happen.
--!strict
-- ReplicatedStorage/Shared/Net.luau
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local RunService = game:GetService("RunService")
local FOLDER_NAME = "Remotes"
local IS_SERVER = RunService:IsServer()
local folder: Instance
if IS_SERVER then
folder = ReplicatedStorage:FindFirstChild(FOLDER_NAME) or Instance.new("Folder")
folder.Name = FOLDER_NAME
folder.Parent = ReplicatedStorage
else
folder = ReplicatedStorage:WaitForChild(FOLDER_NAME)
end
local function get<T>(className: string, name: string): T
if IS_SERVER then
local existing = folder:FindFirstChild(name)
if existing then
return existing :: any
end
local remote = Instance.new(className)
remote.Name = name
remote.Parent = folder
return remote :: any
end
return folder:WaitForChild(name) :: any
end
return {
RequestPurchase = get("RemoteEvent", "RequestPurchase") :: RemoteEvent,
InventoryChanged = get("RemoteEvent", "InventoryChanged") :: RemoteEvent,
AimDirection = get("UnreliableRemoteEvent", "AimDirection") :: UnreliableRemoteEvent,
GetShopStock = get("RemoteFunction", "GetShopStock") :: RemoteFunction,
}
Server handler template
Every OnServerEvent/OnServerInvoke handler: rate limit → type-check every argument → check
game rules → act. The first parameter is always the real Player (Roblox fills it in; it can't be forged).
--!strict
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Net = require(ReplicatedStorage.Shared.Net)
local ITEM_PRICES: { [string]: number } = { Sword = 100, Shield = 150 }
local MIN_INTERVAL = 0.25
local lastRequest: { [Player]: number } = {}
Net.RequestPurchase.OnServerEvent:Connect(function(player: Player, itemId: unknown)
local now = os.clock()
if now - (lastRequest[player] or 0) < MIN_INTERVAL then
return -- rate limited
end
lastRequest[player] = now
if typeof(itemId) ~= "string" or #itemId > 64 then
return -- malformed: never trust argument types
end
local price = ITEM_PRICES[itemId]
if not price then
return -- unknown item
end
-- check the player's server-side balance, deduct, grant, then notify:
Net.InventoryChanged:FireClient(player, { added = itemId })
end)
game:GetService("Players").PlayerRemoving:Connect(function(player)
lastRequest[player] = nil -- avoid leaking Player keys
end)
Full validation toolkit (NaN/inf checks, instance ownership, distance and cooldown checks): roblox-security.
What survives the wire
- Tables are copied: identity and metatables are lost; functions become
nil. - Don't mix array and dictionary keys in one table; don't put
nilholes in arrays. - Non-string dictionary keys (Instances, numbers in sparse tables) are converted to strings — send arrays of pairs instead.
- Instances arrive as
nilif the receiver can't see them (e.g.ServerStorageitems, or parts not yet streamed in on the client). - Supported:
nil, booleans, numbers, strings, tables,buffer, Roblox datatypes (Vector3,CFrame,Color3,EnumItem, ...), and replicatedInstancereferences. - Server→client ordering vs. property replication is not guaranteed: a remote may arrive before or after a property change it relates to.
Bandwidth and CPU
- Send changes, not full state (item added, not the whole inventory). Send on change, not per frame.
- Throttle input-driven sends on the client (e.g. aim at most 20 Hz) and still rate-limit on the server.
- Send IDs/enums as small numbers; quantize floats; pack hot, high-frequency data into a
buffer. - Batch many small messages into one per frame (queue in a table, flush on
Heartbeat). - Server-side
TweenServicereplicates every frame and looks jittery: tween on clients instead. - VFX: the server decides the outcome and fires a minimal event; each client spawns effects locally.
- Profile with the MicroProfiler (
ProcessPackets,Allocate Bandwidth and Run Senders) and the Developer Console Network tab.
--!strict
-- Pack a hit notification into 11 bytes instead of a table with string keys.
local function encodeHit(targetId: number, damage: number, position: Vector3): buffer
local b = buffer.create(11)
buffer.writeu32(b, 0, targetId)
buffer.writeu16(b, 4, math.clamp(math.round(damage), 0, 65535))
buffer.writei16(b, 6, math.clamp(math.round(position.X), -32768, 32767))
buffer.writei16(b, 8, math.clamp(math.round(position.Z), -32768, 32767))
buffer.writeu8(b, 10, math.clamp(math.round(position.Y / 4), 0, 255))
return b
end
local function decodeHit(b: buffer): (number, number, Vector3)
return buffer.readu32(b, 0),
buffer.readu16(b, 4),
Vector3.new(buffer.readi16(b, 6), buffer.readu8(b, 10) * 4, buffer.readi16(b, 8))
end
print(decodeHit(encodeHit(42, 25, Vector3.new(10, 20, 30))))
For many remotes with hot paths, schema-driven generators (Zap, Blink) produce typed, validated, buffer-packed remotes automatically. Adopt them when profiling shows network cost.
Time and latency
workspace:GetServerTimeNow()is a synchronized clock on server and clients: send a start timestamp and let clients compute progress locally (round timers, cooldown bars, projectiles).player:GetNetworkPing()returns round-trip network latency in seconds (clients may only queryLocalPlayer); use it to size lag-compensation windows.- Don't send countdown ticks every second; send the end time once.
More patterns (request/response with timeouts, state snapshots + deltas, per-frame batching, client prediction): references/patterns.md.
Related skills
roblox-security (validation, anti-exploit), roblox-architecture (where remotes live),
roblox-physics (network ownership, server authority), roblox-performance.
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.
<a href="https://skillzs.dev/skills/el4cteo/roblox-skills/roblox-networking">View roblox-networking on skillZs</a>