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Script a Roblox experience in Luau: get services, create and parent Instances, connect events, run server Scripts vs client LocalScripts, and communicate across the client/server boundary with RemoteEvents/RemoteFunctions (server-authoritative). Use when building or debugging Roblox Studio scripts — when the user mentions Roblox, Luau, services, RemoteEvent, Instance.new, PlayerAdded, or client vs server. For saving player data use roblox-datastores.
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Script a Roblox experience in Luau: services, Instances, events, the
server/client split, and secure cross-boundary communication. Targets the current
Roblox engine and Studio.
RemoteEvent/
RemoteFunction communication.Script/LocalScript/ModuleScript objects, .rbxl(x)
places, or a Rojo *.project.json, and code calls game:GetService(...).When not to use: persisting data across sessions → roblox-datastores.
Remote protocol architecture, exploit hardening, rate limits, high-frequency replication, and
multi-client abuse testing → roblox-networking. Generic Lua questions unrelated to the Roblox
API. Engine-agnostic input/save architecture → input-systems / save-systems.
game:GetService("Name"). Common ones: Players,
Workspace, ReplicatedStorage (shared client+server), ServerScriptService
(server-only code), ServerStorage, RunService, UserInputService (client).Script runs on the server; a LocalScript
runs on a client (in StarterPlayerScripts, StarterGui, or the player's
character). A Script whose RunContext is Client also runs on clients, from
ReplicatedStorage; check RunContext before deciding where a Script runs. A
ModuleScript is shared code you require.local p = Instance.new("Part"), set its
properties, then set p.Parent last (parenting triggers replication).:Connect to signals like Players.PlayerAdded,
part.Touched, or . Disconnect when done to avoid leaks.RunService.HeartbeatRemoteEvent:FireServer(...); the server validates and
applies. The server is authoritative for all game state.std = "roblox" in the root selene.toml, then run selene ..
For a Rojo project, write the sourcemap once with
rojo sourcemap default.project.json --output sourcemap.json, then run
luau-lsp analyze --sourcemap=sourcemap.json src, passing the Roblox type definitions
with --definitions (luau-lsp analyze --help lists the flags). Studio Script Sync
projects may not have a sourcemap.-- ServerScriptService/Leaderboard.server.luau (a Script = runs on the server)
local Players = game:GetService("Players")
local function onPlayerAdded(player: Player)
local stats = Instance.new("Folder")
stats.Name = "leaderstats" -- this name makes it show on the leaderboard
local coins = Instance.new("IntValue")
coins.Name = "Coins"
coins.Value = 0
coins.Parent = stats
stats.Parent = player -- parent LAST
end
Players.PlayerAdded:Connect(onPlayerAdded)
local Workspace = game:GetService("Workspace")
local part = Instance.new("Part")
part.Size = Vector3.new(4, 1, 4)
part.Position = Vector3.new(0, 10, 0)
part.Anchored = true -- won't fall under gravity
part.BrickColor = BrickColor.new("Bright blue")
part.Parent = Workspace -- set Parent last so it replicates once, fully
local debounce = false
local connection
connection = part.Touched:Connect(function(hit: BasePart)
local character = hit.Parent
local humanoid = character and character:FindFirstChildOfClass("Humanoid")
if not humanoid or debounce then return end
debounce = true
humanoid.Health -= 10
task.wait(1) -- task.wait, NOT the deprecated wait()
debounce = false
end)
-- Later, when the part is removed or the round ends:
-- connection:Disconnect()
-- ReplicatedStorage: create a RemoteEvent named "BuyItem" (in Studio or via code).
-- CLIENT (LocalScript): request a purchase. The client can lie — this is only a request.
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local buyItem = ReplicatedStorage:WaitForChild("BuyItem") -- wait: may not have replicated yet
buyButton.MouseButton1Click:Connect(function()
buyItem:FireServer("sword") -- send the item id only; never the price/result
end)
-- SERVER (Script): the ONLY place the transaction is decided.
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local buyItem = ReplicatedStorage:WaitForChild("BuyItem")
local PRICES = { sword = 100, shield = 75 }
buyItem.OnServerEvent:Connect(function(player: Player, itemId)
-- TRUST NOTHING from the client. Validate types and values.
if type(itemId) ~= "string" then return end
local price = PRICES[itemId]
if not price then return end -- unknown item
local coins = player.leaderstats.Coins
if coins.Value < price then return end -- can't afford
coins.Value -= price -- server applies the change
grantItem(player, itemId)
end)
local RunService = game:GetService("RunService")
-- Heartbeat fires every frame AFTER physics; dt is seconds since the last step.
RunService.Heartbeat:Connect(function(dt)
spinner.CFrame *= CFrame.Angles(0, math.rad(90) * dt, 0) -- 90deg/sec, frame-independent
end)
-- ReplicatedStorage/GameConfig (a ModuleScript) — usable by server and client.
local GameConfig = {}
GameConfig.MaxHealth = 100
function GameConfig.damageFor(weapon: string): number
return ({ sword = 25, bow = 15 })[weapon] or 0
end
return GameConfig
local GameConfig = require(game:GetService("ReplicatedStorage"):WaitForChild("GameConfig"))
print(GameConfig.MaxHealth)
RemoteEvent/RemoteFunction. Validate every argument's type and range on the
server and keep the server authoritative over health, currency, and inventory.LocalScript doesn't run where you put it → LocalScripts run in
StarterPlayerScripts, StarterCharacterScripts, StarterGui, or tools — not in
Workspace or ServerScriptService. Server Scripts belong in
ServerScriptService/Workspace. A Script with RunContext = Client placed in a
Starter* container runs twice (original and copy); keep those in ReplicatedStorage.task.wait/task.spawn/task.delay, not the old
wait()/spawn()/delay() (worse scheduling and throttling).Parent
last so the instance replicates once in its final state.nil on the client right after join → objects stream/replicate over time; use
parent:WaitForChild("Name") instead of indexing directly on the client.:Connect handlers leak and can
fire on destroyed objects; store the connection and :Disconnect() (or use
Instance:GetAttributeChangedSignal/:Once where appropriate).RemoteFunction blocks
waiting for a return and a malicious/slow client can stall the server; prefer
one-way RemoteEvents unless you genuinely need a reply.nocheck/non-strict places get it automatically;
strict-mode places opt in with the UseNewLuauTypeSolver workspace property, and
LuauTypeCheckMode sets a place's default checking mode. It runs only at edit time
(no runtime cost), so triage type warnings against the solver the place actually has
enabled, not older behavior.RemoteFunction vs RemoteEvent,
:WaitForChild timing, BindableEvent for same-context messaging, attributes,
CollectionService tags, and :Once/connection cleanup), read
references/client-server.md.roblox-datastores — persist player data across sessions (server-only).roblox-networking — production remote contracts, server validation, rate limits, replication,
streaming, prediction, and multi-client testing.save-systems — engine-agnostic persistence concepts.game-ai / input-systems — portable AI and input patterns to implement in Luau.---
name: roblox-luau
description: >
Script a Roblox experience in Luau: get services, create and parent Instances,
connect events, run server Scripts vs client LocalScripts, and communicate across
the client/server boundary with RemoteEvents/RemoteFunctions (server-authoritative).
Use when building or debugging Roblox Studio scripts — when the user mentions
Roblox, Luau, services, RemoteEvent, Instance.new, PlayerAdded, or client vs
server. For saving player data use roblox-datastores.
---
# Roblox Luau Scripting
Script a Roblox experience in **Luau**: services, `Instance`s, events, the
server/client split, and secure cross-boundary communication. Targets the current
Roblox engine and Studio.
## When to use
- Use when writing Roblox scripts: getting services, creating/parenting instances,
connecting events, deciding server vs client, or wiring `RemoteEvent`/
`RemoteFunction` communication.
- Use when the project has `Script`/`LocalScript`/`ModuleScript` objects, `.rbxl(x)`
places, or a Rojo `*.project.json`, and code calls `game:GetService(...)`.
**When *not* to use:** persisting data across sessions → `roblox-datastores`.
Remote protocol architecture, exploit hardening, rate limits, high-frequency replication, and
multi-client abuse testing → `roblox-networking`. Generic Lua questions unrelated to the Roblox
API. Engine-agnostic input/save architecture → `input-systems` / `save-systems`.
## Core workflow
1. **Get services with `game:GetService("Name")`.** Common ones: `Players`,
`Workspace`, `ReplicatedStorage` (shared client+server), `ServerScriptService`
(server-only code), `ServerStorage`, `RunService`, `UserInputService` (client).
2. **Know where code runs.** A `Script` runs on the **server**; a `LocalScript`
runs on a **client** (in `StarterPlayerScripts`, `StarterGui`, or the player's
character). A `Script` whose `RunContext` is `Client` also runs on clients, from
`ReplicatedStorage`; check `RunContext` before deciding where a `Script` runs. A
`ModuleScript` is shared code you `require`.
3. **Create instances deliberately.** `local p = Instance.new("Part")`, set its
properties, then set `p.Parent` **last** (parenting triggers replication).
4. **React with events.** `:Connect` to signals like `Players.PlayerAdded`,
`part.Touched`, or `RunService.Heartbeat`. Disconnect when done to avoid leaks.
5. **Cross the client/server boundary with Remotes — and never trust the client.**
Clients request via `RemoteEvent:FireServer(...)`; the server validates and
applies. The server is authoritative for all game state.
6. **Test in Studio** with **Test** / **Test Here** / **Server & Clients**; use the
Output window and the Client/Server toggle to confirm where code ran.
7. **Run static checks before Studio when the project already has the tools.** Put
`std = "roblox"` in the root `selene.toml`, then run `selene .`.
For a Rojo project, write the sourcemap once with
`rojo sourcemap default.project.json --output sourcemap.json`, then run
`luau-lsp analyze --sourcemap=sourcemap.json src`, passing the Roblox type definitions
with `--definitions` (`luau-lsp analyze --help` lists the flags). Studio Script Sync
projects may not have a sourcemap.
## Patterns
### 1. Server Script: react to players joining (leaderstats)
```lua
-- ServerScriptService/Leaderboard.server.luau (a Script = runs on the server)
local Players = game:GetService("Players")
local function onPlayerAdded(player: Player)
local stats = Instance.new("Folder")
stats.Name = "leaderstats" -- this name makes it show on the leaderboard
local coins = Instance.new("IntValue")
coins.Name = "Coins"
coins.Value = 0
coins.Parent = stats
stats.Parent = player -- parent LAST
end
Players.PlayerAdded:Connect(onPlayerAdded)
```
### 2. Create and configure an instance
```lua
local Workspace = game:GetService("Workspace")
local part = Instance.new("Part")
part.Size = Vector3.new(4, 1, 4)
part.Position = Vector3.new(0, 10, 0)
part.Anchored = true -- won't fall under gravity
part.BrickColor = BrickColor.new("Bright blue")
part.Parent = Workspace -- set Parent last so it replicates once, fully
```
### 3. Connect an event (and disconnect to avoid leaks)
```lua
local debounce = false
local connection
connection = part.Touched:Connect(function(hit: BasePart)
local character = hit.Parent
local humanoid = character and character:FindFirstChildOfClass("Humanoid")
if not humanoid or debounce then return end
debounce = true
humanoid.Health -= 10
task.wait(1) -- task.wait, NOT the deprecated wait()
debounce = false
end)
-- Later, when the part is removed or the round ends:
-- connection:Disconnect()
```
### 4. Client → server with a RemoteEvent (validate on the server!)
```lua
-- ReplicatedStorage: create a RemoteEvent named "BuyItem" (in Studio or via code).
-- CLIENT (LocalScript): request a purchase. The client can lie — this is only a request.
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local buyItem = ReplicatedStorage:WaitForChild("BuyItem") -- wait: may not have replicated yet
buyButton.MouseButton1Click:Connect(function()
buyItem:FireServer("sword") -- send the item id only; never the price/result
end)
```
```lua
-- SERVER (Script): the ONLY place the transaction is decided.
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local buyItem = ReplicatedStorage:WaitForChild("BuyItem")
local PRICES = { sword = 100, shield = 75 }
buyItem.OnServerEvent:Connect(function(player: Player, itemId)
-- TRUST NOTHING from the client. Validate types and values.
if type(itemId) ~= "string" then return end
local price = PRICES[itemId]
if not price then return end -- unknown item
local coins = player.leaderstats.Coins
if coins.Value < price then return end -- can't afford
coins.Value -= price -- server applies the change
grantItem(player, itemId)
end)
```
### 5. A per-frame loop with RunService
```lua
local RunService = game:GetService("RunService")
-- Heartbeat fires every frame AFTER physics; dt is seconds since the last step.
RunService.Heartbeat:Connect(function(dt)
spinner.CFrame *= CFrame.Angles(0, math.rad(90) * dt, 0) -- 90deg/sec, frame-independent
end)
```
### 6. Shared code in a ModuleScript
```lua
-- ReplicatedStorage/GameConfig (a ModuleScript) — usable by server and client.
local GameConfig = {}
GameConfig.MaxHealth = 100
function GameConfig.damageFor(weapon: string): number
return ({ sword = 25, bow = 15 })[weapon] or 0
end
return GameConfig
```
```lua
local GameConfig = require(game:GetService("ReplicatedStorage"):WaitForChild("GameConfig"))
print(GameConfig.MaxHealth)
```
## Pitfalls
- **Trusting the client is an exploit** → clients can send any arguments to a
`RemoteEvent`/`RemoteFunction`. Validate every argument's type and range on the
server and keep the server authoritative over health, currency, and inventory.
- **`LocalScript` doesn't run where you put it** → LocalScripts run in
`StarterPlayerScripts`, `StarterCharacterScripts`, `StarterGui`, or tools — not in
`Workspace` or `ServerScriptService`. Server `Script`s belong in
`ServerScriptService`/`Workspace`. A `Script` with `RunContext = Client` placed in a
`Starter*` container runs twice (original and copy); keep those in `ReplicatedStorage`.
- **Deprecated globals** → use `task.wait`/`task.spawn`/`task.delay`, not the old
`wait()`/`spawn()`/`delay()` (worse scheduling and throttling).
- **Parenting first, then setting properties** → set properties first and `Parent`
last so the instance replicates once in its final state.
- **`nil` on the client right after join** → objects stream/replicate over time; use
`parent:WaitForChild("Name")` instead of indexing directly on the client.
- **Connections never disconnected** → long-lived `:Connect` handlers leak and can
fire on destroyed objects; store the connection and `:Disconnect()` (or use
`Instance:GetAttributeChangedSignal`/`:Once` where appropriate).
- **Using a RemoteFunction where a RemoteEvent fits** → `RemoteFunction` blocks
waiting for a return and a malicious/slow client can stall the server; prefer
one-way `RemoteEvent`s unless you genuinely need a reply.
- **Assuming the old type checker** -> Luau's New Type Solver reached general release
(out of Studio Beta) in Nov 2025. `nocheck`/non-strict places get it automatically;
strict-mode places opt in with the `UseNewLuauTypeSolver` workspace property, and
`LuauTypeCheckMode` sets a place's default checking mode. It runs only at edit time
(no runtime cost), so triage type warnings against the solver the place actually has
enabled, not older behavior.
## References
- For the full client/server model (replication, `RemoteFunction` vs `RemoteEvent`,
`:WaitForChild` timing, `BindableEvent` for same-context messaging, attributes,
`CollectionService` tags, and `:Once`/connection cleanup), read
`references/client-server.md`.
## Related skills
- `roblox-datastores` — persist player data across sessions (server-only).
- `roblox-networking` — production remote contracts, server validation, rate limits, replication,
streaming, prediction, and multi-client testing.
- `save-systems` — engine-agnostic persistence concepts.
- `game-ai` / `input-systems` — portable AI and input patterns to implement in Luau.