Roblox Luau Scripting
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.
When to use
- Use when writing Roblox scripts: getting services, creating/parenting instances,
connecting events, deciding server vs client, or wiring
RemoteEvent/RemoteFunctioncommunication. - Use when the project has
Script/LocalScript/ModuleScriptobjects,.rbxl(x)places, or a Rojo*.project.json, and code callsgame:GetService(...).
When not to use: persisting data across sessions β roblox-datastores.
Remote protocol architecture, exploit hardening, rate limits, high-frequency replication, and
multi-client abuse testing β roblox-networking. Generic Lua questions unrelated to the Roblox
API. Engine-agnostic input/save architecture β input-systems / save-systems.
Core workflow
- Get services with
game:GetService("Name"). Common ones:Players,Workspace,ReplicatedStorage(shared client+server),ServerScriptService(server-only code),ServerStorage,RunService,UserInputService(client). - Know where code runs. A
Scriptruns on the server; aLocalScriptruns on a client (inStarterPlayerScripts,StarterGui, or the player's character). AModuleScriptis shared code yourequire. - Create instances deliberately.
local p = Instance.new("Part"), set its properties, then setp.Parentlast (parenting triggers replication). - React with events.
:Connectto signals likePlayers.PlayerAdded,part.Touched, orRunService.Heartbeat. Disconnect when done to avoid leaks. - Cross the client/server boundary with Remotes β and never trust the client.
Clients request via
RemoteEvent:FireServer(...); the server validates and applies. The server is authoritative for all game state. - Test in Studio with Play / Play Here / server+client Start; use the Output window and the server/client view toggle to confirm where code ran.
Patterns
1. Server Script: react to players joining (leaderstats)
-- 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
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, fully3. Connect an event (and disconnect to avoid leaks)
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 β server with a RemoteEvent (validate on the server!)
-- ReplicatedStorage: create a RemoteEvent named "BuyItem" (in Studio or via code).
-- CLIENT (LocalScript): request a purchase. The client can lie β 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)5. A per-frame loop with RunService
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
-- ReplicatedStorage/GameConfig (a ModuleScript) β 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 GameConfiglocal GameConfig = require(game:GetService("ReplicatedStorage"):WaitForChild("GameConfig"))
print(GameConfig.MaxHealth)Pitfalls
- Trusting the client is an exploit β 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. LocalScriptdoesn't run where you put it β LocalScripts run inStarterPlayerScripts,StarterCharacterScripts,StarterGui, or tools β not inWorkspaceorServerScriptService. ServerScripts belong inServerScriptService/Workspace.- Deprecated globals β use
task.wait/task.spawn/task.delay, not the oldwait()/spawn()/delay()(worse scheduling and throttling). - Parenting first, then setting properties β set properties first and
Parentlast so the instance replicates once in its final state. nilon the client right after join β objects stream/replicate over time; useparent:WaitForChild("Name")instead of indexing directly on the client.- Connections never disconnected β long-lived
:Connecthandlers leak and can fire on destroyed objects; store the connection and:Disconnect()(or useInstance:GetAttributeChangedSignal/:Oncewhere appropriate). - Using a RemoteFunction where a RemoteEvent fits β
RemoteFunctionblocks waiting for a return and a malicious/slow client can stall the server; prefer one-wayRemoteEvents 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 theUseNewLuauTypeSolverworkspace property, andLuauTypeCheckModesets 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,
RemoteFunctionvsRemoteEvent,:WaitForChildtiming,BindableEventfor same-context messaging, attributes,CollectionServicetags, and:Once/connection cleanup), readreferences/client-server.md.
Related skills
roblox-datastoresβ persist player data across sessions (server-only).roblox-networkingβ production remote contracts, server validation, rate limits, replication, streaming, prediction, and multi-client testing.save-systemsβ engine-agnostic persistence concepts.game-ai/input-systemsβ portable AI and input patterns to implement in Luau.