gamedev-skills/roblox-luau
> 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.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill roblox-luau
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.
connecting events, deciding server vs client, or wiring 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.
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 LocalScriptruns on a client (in StarterPlayerScripts, StarterGui, or the player's
character). A ModuleScript is shared code you require.
local p = Instance.new("Part"), set itsproperties, then set p.Parent last (parenting triggers replication).
:Connect to signals like Players.PlayerAdded,part.Touched, or RunService.Heartbeat. Disconnect when done to avoid leaks.
Clients request via RemoteEvent:FireServer(...); the server validates and
applies. The server is authoritative for all game state.
window and the server/client view toggle to confirm where code ran.
-- 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 inStarterPlayerScripts, StarterCharacterScripts, StarterGui, or tools — not in
Workspace or ServerScriptService. Server Scripts belong in
ServerScriptService/Workspace.
task.wait/task.spawn/task.delay, not the oldwait()/spawn()/delay() (worse scheduling and throttling).
Parentlast so the instance replicates once in its final state.
nil on the client right after join → objects stream/replicate over time; useparent:WaitForChild("Name") instead of indexing directly on the client.
:Connect handlers leak and canfire on destroyed objects; store the connection and :Disconnect() (or use
Instance:GetAttributeChangedSignal/:Once where appropriate).
RemoteFunction blockswaiting for a return and a malicious/slow client can stall the server; prefer
one-way RemoteEvents unless you genuinely need a reply.
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).save-systems — engine-agnostic persistence concepts.game-ai / input-systems — portable AI and input patterns to implement in Luau.Take gamedev-skills/roblox-luau from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.