Remote Events and Client-Server Communication
Master RemoteEvents and RemoteFunctions for secure, responsive communication between client and server.
Introduction
RemoteEvents are the bridge between what players see (client) and what the game enforces (server). Every purchase, attack, chat command, and UI interaction likely uses a RemoteEvent. Understanding them is essential for any Roblox developer building interactive experiences.
RemoteEvent Basics
Create a RemoteEvent in ReplicatedStorage. Client calls :FireServer(args). Server connects to .OnServerEvent. Server can :FireClient(player, args) or :FireAllClients(args) for feedback. Never pass Instances that clients should not control. Validate all arguments server-side.
Security Best Practices
Clients are untrusted. Check player.UserId matches the requesting player. Validate numeric ranges. Implement cooldowns with os.clock(). Log suspicious requests. Use RemoteFunctions only when you need a return value—they yield and are easier to abuse with spam.
Use Cases
- Shop purchases
- Combat actions
- UI button handlers
- Team selection
Best Practices
- One RemoteEvent per action type, not per button
- Rate-limit event handlers
- Never expose admin commands through remotes
Troubleshooting
Script runs but nothing happens in-game
Verify the script type matches its location. Server Scripts belong in ServerScriptService; LocalScripts in StarterPlayerScripts or StarterGui. Check the Output window in Studio for error messages.
Changes don't appear after editing
Stop and restart Play mode in Studio. Some scripts cache values on first run. For published games, republish after testing locally.