Roblox Security

sentinelcore/roblox-skills/roblox-security

by sentinelcoref2b1910a7fb898ed35cf2f856e2a2e48e38276bfNo licenseListed Oct 9, 2026Updated Oct 9, 2026

Use when writing Roblox game scripts that handle player actions, currencies, stats, damage, or any RemoteEvent/RemoteFunction communication. Use when reviewing code for exploitable patterns, implementing anti-cheat logic, validating client requests on the server, or setting up rate limiting.

AI-generated overview

Guides writing and reviewing Roblox game scripts for server-side validation, anti-cheat and rate limiting.

What it does
This skill provides guidance and code patterns for securing Roblox game scripts against client-side exploits. It contrasts insecure and secure patterns for damage, currency, leaderstats, position changes and cooldowns, and supplies Lua examples for server-side sanity checks, argument validation, rate limiting, speed detection and module placement. It also lists common exploitable mistakes with their fixes.
When to use it
Use it when writing Roblox scripts that handle player actions, currencies, stats, damage or RemoteEvent/RemoteFunction communication. Use it when reviewing Roblox code for exploitable patterns, adding anti-cheat logic, validating client requests on the server, or setting up rate limiting.
Requirements
No scripts or assets ship with the skill; it is instructions and Lua code examples only. It assumes a Roblox development environment with server-side scripting (ServerScriptService, RemoteEvents/RemoteFunctions).

Roblox Security: Anti-Exploit & Server-Side Validation

Core Principle

Never trust the client. Every LocalScript runs on the player's machine and can be modified. All authoritative logic — damage, currency, stats, position changes — must live on the server.

FilteringEnabled is always on in modern Roblox. Client-side changes do not replicate to the server or other clients unless the server explicitly applies them.


Secure vs Insecure Patterns

PatternInsecureSecure
Dealing damageLocalScript sets Humanoid.HealthServer reduces health after validation
Awarding currencyLocalScript increments leaderstatsServer validates action, then increments
Leaderstats ownershipLocalScript owns the IntValueServer creates and owns all leaderstats
Position changesLocalScript teleports characterServer validates and moves character
Tool useClient fires damage on hitServer raycasts and applies damage
CooldownsClient tracks cooldown locallyServer tracks cooldown per player

Secure Leaderstats Setup

lua
-- Script in ServerScriptService — never LocalScriptgame.Players.PlayerAdded:Connect(function(player)    local leaderstats = Instance.new("Folder")    leaderstats.Name = "leaderstats"    leaderstats.Parent = player
    local coins = Instance.new("IntValue")    coins.Name = "Coins"    coins.Value = 0    coins.Parent = leaderstatsend)

Server-Side Sanity Checks

Distance Check

lua
local MAX_INTERACT_DISTANCE = 10
InteractRemote.OnServerEvent:Connect(function(player, targetPart)    if typeof(targetPart) ~= "Instance" or not targetPart:IsA("BasePart") then return end
    local root = player.Character and player.Character:FindFirstChild("HumanoidRootPart")    if not root then return end
    if (root.Position - targetPart.Position).Magnitude > MAX_INTERACT_DISTANCE then        warn(player.Name .. " sent interaction from invalid distance")        return    end
    processInteraction(player, targetPart)end)

Cooldown Validation

lua
local ABILITY_COOLDOWN = 5local lastUsed = {}
UseAbilityRemote.OnServerEvent:Connect(function(player)    local now = os.clock()    if now - (lastUsed[player] or 0) < ABILITY_COOLDOWN then return end    lastUsed[player] = now    applyAbility(player)end)
game.Players.PlayerRemoving:Connect(function(player)    lastUsed[player] = nilend)

Stat Bounds Check

lua
local MAX_QUANTITY = 99local ITEM_COST = 50
BuyItemRemote.OnServerEvent:Connect(function(player, quantity)    if type(quantity) ~= "number" then return end    quantity = math.clamp(math.floor(quantity), 1, MAX_QUANTITY)
    local coins = player.leaderstats.Coins    if coins.Value < ITEM_COST * quantity then return end
    coins.Value = coins.Value - (ITEM_COST * quantity)    -- award items server-sideend)

Rate Limiting

lua
local RATE_LIMIT = 10   -- max callslocal RATE_WINDOW = 1   -- per secondlocal callLog = {}
local function isRateLimited(player)    local now = os.clock()    local log = callLog[player] or {}    local pruned = {}    for _, t in ipairs(log) do        if now - t < RATE_WINDOW then table.insert(pruned, t) end    end    if #pruned >= RATE_LIMIT then        callLog[player] = pruned        return true    end    table.insert(pruned, now)    callLog[player] = pruned    return falseend
ActionRemote.OnServerEvent:Connect(function(player)    if isRateLimited(player) then return end    handleAction(player)end)
game.Players.PlayerRemoving:Connect(function(player)    callLog[player] = nilend)

Argument Validation Utility

lua
-- ServerScriptService/Modules/Validate.lualocal Validate = {}
function Validate.number(value, min, max)    if type(value) ~= "number" then return false end    if value ~= value then return false end -- NaN check    if min and value < min then return false end    if max and value > max then return false end    return trueend
function Validate.instance(value, className)    if typeof(value) ~= "Instance" then return false end    if className and not value:IsA(className) then return false end    return trueend
function Validate.string(value, maxLength)    if type(value) ~= "string" then return false end    if maxLength and #value > maxLength then return false end    return trueend
return Validate
lua
-- Usagelocal Validate = require(script.Parent.Modules.Validate)
remote.OnServerEvent:Connect(function(player, amount, targetPart)    if not Validate.number(amount, 1, 100) then return end    if not Validate.instance(targetPart, "BasePart") then return end    -- safe to proceedend)

Speed / Anti-Cheat Detection

lua
local SPEED_LIMIT = 32local violations = {}
task.spawn(function()    while true do        task.wait(2)        for _, player in ipairs(game.Players:GetPlayers()) do            local root = player.Character and player.Character:FindFirstChild("HumanoidRootPart")            if root and root.AssemblyLinearVelocity.Magnitude > SPEED_LIMIT then                violations[player] = (violations[player] or 0) + 1                if violations[player] >= 3 then                    player:Kick("Cheating detected.")                end            else                violations[player] = math.max(0, (violations[player] or 0) - 1)            end        end    endend)

ModuleScript Placement

ServerScriptService/  Modules/    DamageCalculator.lua   -- server-only, never exposed to client    EconomyManager.lua     -- server-only
ReplicatedStorage/  Remotes/                 -- RemoteEvent/RemoteFunction instances only  SharedModules/           -- non-sensitive utilities only

Never put currency, damage, or DataStore logic in ReplicatedStorage modules — clients can require() them.


Common Mistakes

MistakeWhy It's ExploitableFix
FireServer(damage) with server trusting itClient sends any valueServer calculates damage from its own tool data
Currency in LocalScript variableClient can modify memoryServer-owned only
Client-side distance check before firingCheck is bypassableServer re-checks after receiving event
No cooldown on RemoteEvent handlersSpam = infinite resourcesPer-player cooldown on server
Trusting WalkSpeed set by clientClient sets arbitrarily highServer owns and caps WalkSpeed
Sensitive logic in ReplicatedStorage moduleClients can require itMove to ServerScriptService

Source and attribution

Source:sentinelcore/roblox-skillsinroblox-securityat commitf2b1910

License: No license

Content belongs to its original authors. SourceWeft indexes it from a public repository.

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