Master Roblox Remote Events and Functions

Published November 6, 2025 • 15 min read

Understanding client-server communication is essential for creating multiplayer Roblox games. RemoteEvents and RemoteFunctions are the tools that allow your client and server scripts to communicate securely. This comprehensive guide teaches you everything you need to know about networking in Roblox.

Why Client-Server Communication Matters

In Roblox, your game runs on two separate environments:

These environments cannot directly access each other's variables or functions. That's where RemoteEvents and RemoteFunctions come in - they're the bridge between client and server.

RemoteEvent vs RemoteFunction: What's the Difference?

RemoteEvent

One-way communication that doesn't expect a response. Think of it like sending a message.

RemoteFunction

Two-way communication that expects a response. Think of it like asking a question.

Critical Security Rule: NEVER use RemoteFunctions from server to client. Exploiters can hang your server by never responding. Only use client-to-server RemoteFunctions.

Creating Your First RemoteEvent

Step 1: Create the RemoteEvent

Place a RemoteEvent in ReplicatedStorage and name it (e.g., "DamageEvent").

Step 2: Server-Side Script (ServerScriptService)

local ReplicatedStorage = game:GetService("ReplicatedStorage")
local DamageEvent = ReplicatedStorage:WaitForChild("DamageEvent")

-- Server listens for damage events from clients
DamageEvent.OnServerEvent:Connect(function(player, targetName, damage)
    -- ALWAYS validate on the server!
    if typeof(damage) ~= "number" or damage > 100 then
        warn("Invalid damage from " .. player.Name)
        return
    end
    
    -- Find the target in workspace
    local target = workspace:FindFirstChild(targetName)
    if target and target:FindFirstChild("Humanoid") then
        target.Humanoid:TakeDamage(damage)
        print(player.Name .. " dealt " .. damage .. " damage to " .. targetName)
    end
end)

Step 3: Client-Side Script (StarterPlayer.StarterPlayerScripts)

local ReplicatedStorage = game:GetService("ReplicatedStorage")
local DamageEvent = ReplicatedStorage:WaitForChild("DamageEvent")

-- Example: Fire when player presses a button
script.Parent.DamageButton.Activated:Connect(function()
    -- Fire to server: DamageEvent:FireServer(arguments...)
    DamageEvent:FireServer("Dummy", 50)
end)

RemoteFunction Example: Server Validation

Use RemoteFunctions when you need a response from the server:

Server Script:

local ReplicatedStorage = game:GetService("ReplicatedStorage")
local PurchaseFunction = ReplicatedStorage:WaitForChild("PurchaseFunction")

PurchaseFunction.OnServerInvoke = function(player, itemName, price)
    -- Validate the purchase
    local leaderstats = player:FindFirstChild("leaderstats")
    if not leaderstats then return false end
    
    local coins = leaderstats:FindFirstChild("Coins")
    if not coins or coins.Value < price then
        return false  -- Not enough coins
    end
    
    -- Deduct coins and give item
    coins.Value = coins.Value - price
    -- Add item to player's inventory here
    
    return true  -- Purchase successful
end

Client Script:

local ReplicatedStorage = game:GetService("ReplicatedStorage")
local PurchaseFunction = ReplicatedStorage:WaitForChild("PurchaseFunction")

script.Parent.BuyButton.Activated:Connect(function()
    -- Call server and wait for response
    local success = PurchaseFunction:InvokeServer("Sword", 100)
    
    if success then
        print("Purchase successful!")
    else
        print("Purchase failed - not enough coins")
    end
end)

Advanced: Firing to All Clients

The server can fire events to all players or specific players:

local ReplicatedStorage = game:GetService("ReplicatedStorage")
local NotificationEvent = ReplicatedStorage:WaitForChild("NotificationEvent")

-- Fire to ALL clients
NotificationEvent:FireAllClients("Server is restarting in 5 minutes!")

-- Fire to ONE specific client
local specificPlayer = game.Players:FindFirstChild("PlayerName")
if specificPlayer then
    NotificationEvent:FireClient(specificPlayer, "You won the round!")
end

Client Receives the Event:

local NotificationEvent = ReplicatedStorage:WaitForChild("NotificationEvent")

NotificationEvent.OnClientEvent:Connect(function(message)
    print("Server says: " .. message)
    -- Display in UI
end)

Security Best Practices

1. NEVER Trust the Client

Assume any data from the client is potentially malicious. Always validate:

DamageEvent.OnServerEvent:Connect(function(player, damage)
    -- BAD: Trusting client data
    -- workspace.Enemy.Humanoid:TakeDamage(damage)
    
    -- GOOD: Validating first
    if typeof(damage) ~= "number" then return end
    if damage < 0 or damage > 100 then return end
    if player:DistanceFromCharacter(workspace.Enemy.Position) > 10 then return end
    
    workspace.Enemy.Humanoid:TakeDamage(damage)
end)

2. Rate Limiting

Prevent spam by implementing cooldowns:

local cooldowns = {}

DamageEvent.OnServerEvent:Connect(function(player, damage)
    -- Check cooldown
    if cooldowns[player] and tick() - cooldowns[player] < 1 then
        return  -- Too soon, ignore
    end
    
    cooldowns[player] = tick()
    
    -- Process damage...
end)

3. Sanity Checks

Verify the player is in a valid state to perform the action:

ShootEvent.OnServerEvent:Connect(function(player, target)
    local character = player.Character
    if not character or not character:FindFirstChild("Humanoid") then return end
    if character.Humanoid.Health <= 0 then return end
    
    local tool = character:FindFirstChildOfClass("Tool")
    if not tool or tool.Name ~= "Gun" then return end
    
    -- Now it's safe to process the shot
end)

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Common Mistakes to Avoid

Mistake 1: Calling FireServer from the Server

RemoteEvent:FireServer() only works from client scripts. Use :FireClient() or :FireAllClients() from the server.

Mistake 2: Not Using WaitForChild

-- Bad: May not exist yet
local event = ReplicatedStorage.MyEvent

-- Good: Waits for it to load
local event = ReplicatedStorage:WaitForChild("MyEvent")

Mistake 3: Sending Too Much Data

Roblox has a data limit per remote call. Don't send huge tables - send only what's necessary.

Organizing Remotes: Folder Structure

For larger projects, organize remotes in folders:

ReplicatedStorage
├── Remotes
│   ├── Combat
│   │   ├── DamageEvent
│   │   └── HealEvent
│   ├── UI
│   │   ├── UpdateUIEvent
│   │   └── ShowNotificationEvent
│   └── Game
│       ├── RoundStartEvent
│       └── RoundEndEvent

Debugging Remote Events

Add logging to track remote calls:

DamageEvent.OnServerEvent:Connect(function(player, ...)
    local args = {...}
    print("[DamageEvent] From:", player.Name)
    print("[DamageEvent] Args:", table.concat(args, ", "))
    
    -- Your logic here
end)

Performance Considerations

Real-World Example: Inventory System

Here's how you might structure a complete inventory network system:

Server Script:

local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")

local EquipItemEvent = ReplicatedStorage.Remotes.Combat:WaitForChild("EquipItem")
local GetInventoryFunction = ReplicatedStorage.Remotes.UI:WaitForChild("GetInventory")

local playerInventories = {}

-- Initialize player inventory
Players.PlayerAdded:Connect(function(player)
    playerInventories[player] = {
        "Sword", "Shield", "Potion"
    }
end)

-- Handle equip requests
EquipItemEvent.OnServerEvent:Connect(function(player, itemName)
    local inventory = playerInventories[player]
    if not inventory then return end
    
    -- Verify player owns the item
    if not table.find(inventory, itemName) then
        warn(player.Name .. " tried to equip unowned item: " .. itemName)
        return
    end
    
    -- Equip the item (your logic here)
    print(player.Name .. " equipped " .. itemName)
end)

-- Handle inventory requests
GetInventoryFunction.OnServerInvoke = function(player)
    return playerInventories[player] or {}
end

Conclusion

Mastering RemoteEvents and RemoteFunctions is essential for building secure, performant multiplayer Roblox games. Remember the golden rules:

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