roblox-networking · git:20260807.97769b4 · 2026-08-07 · sha256 38af4a4c20aadf4e
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--- name: roblox-networking description: "Use when validating RemoteEvent or RemoteFunction arguments, adding rate limits, designing server-authoritative systems, or preventing exploits." last_reviewed: 2026-07-26 sources: - https://create.roblox.com/docs/scripting/events/remote - https://create.roblox.com/docs/scripting/security/security-tactics - https://create.roblox.com/docs/scripting/security/client-server-boundary - https://create.roblox.com/docs/projects/server-authority - https://create.roblox.com/docs/reference/engine/classes/UnreliableRemoteEvent - https://devforum.roblox.com/t/introducing-unreliableremoteevents/2724155 - https://devforum.roblox.com/t/remote-packet-size-counter-accurately-measure-the-amount-of-bytes-for-remotes/2320709 - https://sleitnick.github.io/RbxUtil/api/TypedRemote/ - original --- # roblox networking ## When to Load Load when adding a remote, handling untrusted client input, implementing cooldowns, or deciding which side owns a gameplay result. ## Quick Reference - Treat every client argument as attacker-controlled input. - Validate type, size, ownership, state, distance, and cooldown on the server. - Look up prices, damage, rewards, and permissions from server-owned definitions. - Choose the authority model before designing movement or continuous simulation. Server Authority uses client input prediction and server rollback; it is not the same thing as handing a part to a client with `SetNetworkOwner`. - For simulation-affecting input in Server Authority, use `InputAction`/`InputContext` and `RunService:BindToSimulation()` (requires `Workspace.UseFixedSimulation` enabled in Studio) rather than feeding continuous input through a `RemoteEvent`. - Use events for most gameplay requests. Keep `RemoteFunction` calls short and bounded. - Use `RemoteEvent` for reliable state changes within its event channel. Do not assume a RemoteEvent is ordered with property or attribute replication; use one explicit state channel or version the state when ordering matters. Use `UnreliableRemoteEvent` only for replaceable or ephemeral data such as VFX and continuous snapshots. - Unreliable does not mean automatically faster: delivery is unordered, packets may be dropped, and payloads should stay at or below the documented 1000-byte limit. - Measure payload size and fire rate under load. Do not treat a community packet-size estimator as an official wire-format specification. - Validate numeric inputs for NaN and infinity before applying range checks. `NaN` makes ordinary `<` and `>` checks return false. - Rate limits protect the server, but validation must still reject invalid requests. - Record suspicious behavior and use thresholds. Do not punish a player for one malformed packet. **Need the details?** Load `references/full.md` for reusable validation and throttling patterns.