Roblox
v1.0.0Avoid common Roblox mistakes — server/client security, DataStore pitfalls, memory leaks, and replication gotchas.
openclaw skills install roblox
Server vs Client
- Server scripts in ServerScriptService — never trust client data
- LocalScripts in StarterPlayerScripts or StarterGui — client-only
- RemoteEvent for fire-and-forget — RemoteFunction when server needs to return value
- ALWAYS validate on server — client can send anything, exploiters will
Security
- Never trust client input — validate everything server-side
- Server-side sanity checks — is player allowed? Is value reasonable?
- FilteringEnabled is always on — but doesn't protect your RemoteEvents
- Don't expose admin commands via RemoteEvents — check permissions server-side
DataStore
:GetAsync() and :SetAsync() can fail — wrap in pcall, retry with backoff
- Rate limits: 60 + numPlayers × 10 requests/minute — queue writes, batch when possible
:UpdateAsync() for read-modify-write — prevents race conditions
- Session locking — prevent data loss on rejoin, use
:UpdateAsync() with check
- Test with Studio API access enabled — Settings → Security → API Services
Memory Leaks
- Connections not disconnected — store and
:Disconnect() when done
:Destroy() instances when removed — sets Parent to nil and disconnects events
- Player leaving without cleanup —
Players.PlayerRemoving to clean up
- Tables holding references — nil out references you don't need
Character Handling
- Character may not exist at PlayerAdded — use
player.CharacterAdded:Wait() or event
- Character respawns = new character — reconnect events on CharacterAdded
Humanoid.Died fires on death — for death handling logic
LoadCharacter() to force respawn — but prefer natural respawn usually
Replication
- ServerStorage: server-only — clients can't see
- ReplicatedStorage: both see — shared modules and assets
- ReplicatedFirst: loads first on client — loading screens
- Workspace replicates to clients — but server is authority
Services Pattern
game:GetService("ServiceName") — don't index directly, fails in different contexts
- Cache service references —
local Players = game:GetService("Players")
- Common: Players, ReplicatedStorage, ServerStorage, RunService, DataStoreService
RunService
Heartbeat after physics — most gameplay logic
RenderStepped client only, before render — camera, visual updates
Stepped before physics — physics manipulation
- Avoid heavy computation every frame — spread over multiple frames
Common Mistakes
wait() deprecated — use task.wait() for reliable timing
spawn() deprecated — use task.spawn() or task.defer()
- Module require returns cached — same table across requires, changes shared
:Clone() doesn't fire events — manually fire if needed
- Part collisions with CanCollide false — still fire Touched, use CanTouch
Version tags
latestvk9788q4mhqsgxf18vvpbagrkdx80ww6x
Runtime requirements
🎲 ClawdisOSLinux · macOS · Windows