
roblox-remote-events
Use when implementing client-server communication in Roblox, firing events between LocalScripts and Scripts, passing data across the network boundary, syncing game state, or defending against exploits that abuse RemoteEvents or RemoteFunctions.
- Installs
- 579
- Last 24h
- —
- Trending rank
- —
- Security
- Not audited
Install
Works with every agent the skills CLI supports.
npx skills add https://github.com/sentinelcore/roblox-skills --skill roblox-remote-events- 01
Install
Run the command in your project. The CLI asks which agents to install for.
- 02
Describe the task
Ask your agent for something this skill covers. It loads roblox-remote-events automatically when relevant.
- 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 Remote Events & Functions
RemoteEvent vs RemoteFunction
| Type | Direction | Returns value? | Use when |
|---|---|---|---|
RemoteEvent | Any direction | No (fire-and-forget) | Notifying server of player action, broadcasting state |
RemoteFunction | Client→Server | Yes (yields caller) | Client needs a result back (e.g. fetch inventory) |
UnreliableRemoteEvent | Any direction | No | High-frequency updates where dropped packets are fine |
Default to RemoteEvent. Avoid server→client RemoteFunction — an exploiter's frozen callback stalls your server thread indefinitely.
Where to Put Remotes
Always store Remotes in ReplicatedStorage. Create them from a server Script that runs before any LocalScript.
ReplicatedStorage/
Remotes/
DealDamage (RemoteEvent)
GetInventory (RemoteFunction)
SyncPosition (UnreliableRemoteEvent)
-- Script in ServerScriptService
local folder = Instance.new("Folder")
folder.Name = "Remotes"
folder.Parent = game:GetService("ReplicatedStorage")
local function make(class, name)
local r = Instance.new(class)
r.Name = name
r.Parent = folder
return r
end
make("RemoteEvent", "DealDamage")
make("RemoteFunction", "GetInventory")
make("UnreliableRemoteEvent", "SyncPosition")
Firing Patterns
Client → Server (FireServer)
-- LocalScript
local DealDamage = game:GetService("ReplicatedStorage").Remotes:WaitForChild("DealDamage")
DealDamage:FireServer({ targetId = 12345, amount = 50 })
-- First arg on server is always the firing Player (injected automatically, cannot be spoofed)
-- Script (server) — VALIDATE everything in the payload
DealDamage.OnServerEvent:Connect(function(player, data)
-- player identity is trustworthy; data contents are not
end)
Server → One Client
local Notify = game:GetService("ReplicatedStorage").Remotes:WaitForChild("Notify")
Notify:FireClient(player, { message = "Welcome!" })
-- LocalScript
Notify.OnClientEvent:Connect(function(data)
print(data.message)
end)
Server → All Clients
AnnounceEvent:FireAllClients({ text = "Game starting in 10 seconds!" })
RemoteFunction (Client Calls, Server Returns)
-- Script (server)
GetInventory.OnServerInvoke = function(player)
return getPlayerInventory(player.UserId)
end
-- LocalScript
local inventory = GetInventory:InvokeServer() -- yields until server returns
UnreliableRemoteEvent (High-Frequency Sync)
-- LocalScript
RunService.Heartbeat:Connect(function()
SyncPosition:FireServer(character.HumanoidRootPart.CFrame)
end)
-- Script (server) — still validate
SyncPosition.OnServerEvent:Connect(function(player, cframe)
if typeof(cframe) ~= "CFrame" then return end
-- apply with sanity bounds check
end)
CRITICAL: Server-Side Security
The client is hostile. Treat every argument as untrusted input.
local MAX_DAMAGE = 100
local COOLDOWNS = {}
local COOLDOWN_SECONDS = 0.5
DealDamage.OnServerEvent:Connect(function(player, data)
-- 1. Rate limit
local now = tick()
if COOLDOWNS[player.UserId] and now - COOLDOWNS[player.UserId] < COOLDOWN_SECONDS then
return
end
COOLDOWNS[player.UserId] = now
-- 2. Type checks
if type(data) ~= "table" then return end
if type(data.targetId) ~= "number" then return end
if type(data.amount) ~= "number" then return end
-- 3. Range clamp
local amount = math.clamp(data.amount, 0, MAX_DAMAGE)
-- 4. Server-side weapon lookup — never trust client-provided Instance
local weapon = getEquippedWeapon(player)
if not weapon then return end
-- 5. Server-side target lookup
local target = getPlayerByUserId(data.targetId)
if not target then return end
applyDamage(target, amount, player)
end)
Exploit Patterns & Defenses
| Exploit | What the attacker does | Defense |
|---|---|---|
| Argument injection | Sends unexpected types to crash handler | Type-check all arguments |
| Damage amplification | Sends amount = math.huge | Clamp to sane maximum |
| Remote spam | Fires thousands of times per second | Per-player cooldown |
| Spoofed target | Sends another player's UserId | Server resolves from its own state |
| Infinite yield | Never returns from OnClientEvent callback | Avoid server→client RemoteFunction |
| Duplicate action | Replays a valid fire to buy twice | Check state / consume token before acting |
Quick Reference
FireServer(args) LocalScript → server
FireClient(player, args) server → one client
FireAllClients(args) server → every client
InvokeServer(args) LocalScript → server, waits for return
OnServerEvent server-side listener for FireServer
OnClientEvent client-side listener for FireClient/FireAllClients
OnServerInvoke server-side function assigned for InvokeServer
Common Mistakes
| Mistake | Fix |
|---|---|
OnServerEvent in a LocalScript | Use OnClientEvent on client; OnServerEvent is server-only |
| Remotes in ServerStorage | Move to ReplicatedStorage |
| Trusting payload beyond player identity | Validate every field in the payload |
| Server→client RemoteFunction | Use RemoteEvent; frozen client stalls server thread |
No WaitForChild in LocalScript | Remotes may not exist yet; always use WaitForChild |
Multiple OnServerInvoke assignments | Only the last assignment wins; keep it in one place |
| Firing inside tight loop without throttle | Use UnreliableRemoteEvent or accumulate delta time |
FAQ
What does the roblox-remote-events skill do?
Use when implementing client-server communication in Roblox, firing events between LocalScripts and Scripts, passing data across the network boundary, syncing game state, or defending against exploits that abuse RemoteEvents or RemoteFunctions.
How do I install roblox-remote-events?
Run npx skills add https://github.com/sentinelcore/roblox-skills --skill roblox-remote-events 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-remote-events/ (personal) or .claude/skills/roblox-remote-events/ (project).
Which AI agents can use roblox-remote-events?
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-remote-events 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-remote-events?
It is published by sentinelcore in sentinelcore/roblox-skills. It has 579 recorded installs.
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