Agent skill · gamedev-skills

roblox-networking

Design and harden Roblox client/server networking with RemoteEvent, RemoteFunction, and UnreliableRemoteEvent; server authority, argument and Instance validation, rate limits, proximity/ownership checks, targeted replication, streaming, lifecycle, prediction, and reconciliation. Use for Roblox remotes, exploits, request spam, multiplayer replication, network ownership, high-frequency cosmetic updates, or server/client desynchronization.

What it needs

About 5k tokens when loaded.

What this skill does

Roblox networking Build explicit request and replication contracts in which the server decides authoritative game state and clients provide input or intent. Targets Roblox's rolling platform APIs. This skill goes deeper than the networking primer in roblox-luau. When to use Use to design, implement, debug, or secure cross-boundary Roblox communication. Use when a remote trusts client values, an exploiter can target arbitrary Instances, messages spam services, streamed objects are missing, or clients disagree with the server. When not to use: basic Luau/services belong to roblox-luau; persistent state belongs to roblox-datastores; physical ownership mechanics also compose with roblox-physics. Workflow 1. Inspect the existing protocol. Find every remote and both endpoints; document direction, sender, payload, frequency, authority, validation, and consumers. Reuse the canonical remote folder—do not create a duplicate because discovery was skipped. 2. Classify each message. Client request, server fact, or ephemeral cosmetic sample. Choose reliable event, unreliable event, or request/response from semantics—not convenience. 3. Minimize the payload. Send stable identifiers and intent. Do not send a price, damage, ownership result, arbitrary path, or computed outcome the server can derive. 4. Validate in layers. Check type/shape/finiteness, allowlisted value, Instance class and ancestry, player permissions/state, distance/line of sight where relevant, server cooldown, and rate budget before doing expensive work. 5. Apply on the server. The server resolves targets and mutates health, inventory, currency, cooldowns, and progression. Client-side checks improve UX but grant no trust. 6. Replicate narrowly. Use FireClient for private or local facts; broadcast only shared facts. Avoid sending replicated properties again unless the client needs a distinct presentation event. 7. Handle time and lifecycle. Requests may arrive after death, respawn, streaming changes, or disconnect. …

How to use it

Reference it in AdaL, Claude Code, Cursor or any coding agent — nothing to install:

@skills gamedev-skills/roblox-networking

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