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May drop or reorder; payload ≤ 1000 bytes (larger payloads are dropped) | Continuous, superseded-by-next data: aim direction, cosmetic VFX, positions of non-physics objects.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