roblox-luau
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.
Resumen
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 → 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
- 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 — 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 → 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 — 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) — 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 → 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 → LocalScripts run inStarterPlayerScripts,StarterCharacterScripts,StarterGui, or tools — not inWorkspaceorServerScriptService. ServerScripts belong inServerScriptService/Workspace.- Deprecated globals → use
task.wait/task.spawn/task.delay, not the oldwait()/spawn()/delay()(worse scheduling and throttling). - Parenting first, then setting properties → set properties first and
Parentlast so the instance replicates once in its final state. nilon the client right after join → objects stream/replicate over time; useparent:WaitForChild("Name")instead of indexing directly on the client.- Connections never disconnected → 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 →
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-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.
Archivos 2 archivos
Instálala a mano
Deska ejecuta esto por ti, para cada agente que elijas. Para ejecutarlo tú en una terminal:
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill roblox-luauMás de gamedev-skills
- game-feelgamedev-skillsAdd "juice" and game feel that makes actions satisfying — screen shake, hit-stop/freeze frames, tweened/eased motion, squash & stretch, knockback, and layered audio-visual feedback — as engine-neutral techniques that pair with the detected engine's tween, particle, and camera APIs. Use when the user mentions game feel, juice, "make it feel good/punchy", screen shake, hit stop, screen freeze, easing, squash and stretch, impact frames, or feedback/polish on hits, jumps, pickups, and deaths.5,900 instalaciones en skills.sh0
- game-ui-uxgamedev-skillsDesign and build game UI/UX — HUDs, menus, and overlays — that survive every screen: anchor- based responsive layout, resolution/aspect scaling and safe areas, keyboard/gamepad focus navigation, a screen/menu state stack, and event-driven (not polled) HUD updates. Engine- neutral patterns that pair with the detected engine's UI skill. Use when the user mentions HUD, health bar, main menu, pause menu, settings screen, UI layout, anchors, UI scaling, aspect ratio, safe area, controller/keyboard menu navigation, or wiring UI to game state.5,900 instalaciones en skills.sh0
- level-designgamedev-skillsDesign and build playable levels — the blockout/whitebox-to-playable workflow, player metrics and grid layout, pacing and flow (tension/rest curve), gating and the critical path, and encounter design. Engine-neutral practice. Use when the user mentions level design, blockout/whitebox/greybox, level layout, level pacing, encounter design, or the critical path through a level.4,700 instalaciones en skills.sh0
- game-aigamedev-skillsDesign NPC and enemy decision-making with finite state machines, behavior trees, steering behaviors, and A* pathfinding — engine-neutral algorithms that pair with the detected engine's navigation API. Use when building enemy AI, an FSM or behavior tree, steering/flocking, or pathfinding, or when the user mentions state machine, behavior tree, blackboard, A*, navmesh, seek, or patrol/chase.4,500 instalaciones en skills.sh0
- audio-designgamedev-skillsImplement game audio practice — bus/mixer architecture and gain in decibels, ducking (sidechain), adaptive/dynamic music via layering and re-sequencing, SFX variation, and beat synchronization. Engine-neutral. Use when the user mentions audio mixing, audio buses, adaptive/dynamic music, ducking, SFX variation, music layers, or syncing gameplay to the beat.4,400 instalaciones en skills.sh0