MCPInstall

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.

Installs
448
Last 24h
+23
Trending rank
#5288
Security
Not audited

Install

Works with every agent the skills CLI supports.

npx skills add https://github.com/el4cteo/roblox-skills --skill roblox-networking
  1. 01

    Install

    Run the command in your project. The CLI asks which agents to install for.

  2. 02

    Describe the task

    Ask your agent for something this skill covers. It loads roblox-networking automatically when relevant.

  3. 03

    Review the result

    The agent follows the SKILL.md steps, scripts and references bundled with the skill.

SKILL.md

The instructions your agent reads when the skill is triggered.

Roblox networking

Pick the right channel

ChannelDeliveryUse for
RemoteEventReliable, orderedRequests (client→server), game events, UI updates. The default.
UnreliableRemoteEventMay drop or reorder; payload ≤ 1000 bytes (larger payloads are dropped)Continuous, superseded-by-next data: aim direction, cosmetic VFX, positions of non-physics objects.
RemoteFunctionRequest/response, yields callerClient→server queries that need an answer (e.g. "can I buy X?").
Attributes / propertiesAutomatic replication server→clientPersistent state clients read (health, team, round state).
Physics replicationAutomatic for owned assembliesMoving 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 nil holes in arrays.
  • Non-string dictionary keys (Instances, numbers in sparse tables) are converted to strings — send arrays of pairs instead.
  • Instances arrive as nil if the receiver can't see them (e.g. ServerStorage items, or parts not yet streamed in on the client).
  • Supported: nil, booleans, numbers, strings, tables, buffer, Roblox datatypes (Vector3, CFrame, Color3, EnumItem, ...), and replicated Instance references.
  • 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 TweenService replicates 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 query LocalPlayer); 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.

FAQ

What does the roblox-networking skill do?

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 roblox-networking?

Run npx skills add https://github.com/el4cteo/roblox-skills --skill roblox-networking in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/roblox-networking/ (personal) or .claude/skills/roblox-networking/ (project).

Which AI agents can use roblox-networking?

Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.

Is roblox-networking safe to install?

No partner security audit is available yet. Skills can run commands and scripts, so read the SKILL.md and any bundled files before installing.

Who maintains roblox-networking?

It is published by el4cteo in el4cteo/roblox-skills. It has 448 recorded installs.

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