roblox-networking

Installation
SKILL.md

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UnreliableRemoteEvent May drop or reorder; payload ≤ 1000 bytes (larger payloads are dropped) Continuous, superseded-by-next data: aim direction, cosmetic VFX, positions of non-physics objects.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.

Installs
161
GitHub Stars
29
First Seen
Sep 29, 2026