Roblox Luau

作者 gamedev-skillsd4b0e35550c5无许可证1.3K 个星标收录于 2026年10月8日更新于 2026年10月8日仓库11天前更新

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.

AI 生成的概览

指导编写 Roblox Luau 脚本:服务、实例、事件以及服务端与客户端之间的 RemoteEvent 通信。

功能
该技能提供用 Luau 编写 Roblox 体验的说明,涵盖获取服务、创建并设置实例的父级、连接事件,以及判断代码应放在服务端 Script 还是客户端 LocalScript。它讲解如何通过 RemoteEvent 和 RemoteFunction 跨越客户端/服务端边界通信,并保持服务端权威,同时给出 leaderstats、实例配置、事件连接、逐帧循环和 ModuleScript 的代码模式。它还列出常见陷阱,并指向一份关于客户端/服务端模型的参考文档。
适用场景
适用于构建或调试 Roblox Studio 脚本时,例如项目中存在 Script、LocalScript 或 ModuleScript 对象、.rbxl(x) 场景文件或 Rojo 项目文件,或代码调用 game:GetService 时。它不适用于持久化玩家数据、远程协议架构或漏洞加固、通用 Lua 问题,以及与引擎无关的输入和存档架构。
运行要求
不附带脚本,仅为说明文档。它面向当前 Roblox 引擎和 Roblox Studio,并引用一份附加文档 references/client-server.md。

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/ RemoteFunction communication.
  • Use when the project has 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. 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

  1. Get services with game:GetService("Name"). Common ones: Players, Workspace, ReplicatedStorage (shared client+server), ServerScriptService (server-only code), ServerStorage, RunService, UserInputService (client).
  2. Know where code runs. A Script runs on the server; a LocalScript runs on a client (in StarterPlayerScripts, StarterGui, or the player's character). A ModuleScript is shared code you require.
  3. Create instances deliberately. local p = Instance.new("Part"), set its properties, then set p.Parent last (parenting triggers replication).
  4. React with events. :Connect to signals like Players.PlayerAdded, part.Touched, or RunService.Heartbeat. Disconnect when done to avoid leaks.
  5. 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.
  6. 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)

lua
-- 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 LASTend
Players.PlayerAdded:Connect(onPlayerAdded)

2. Create and configure an instance

lua
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 gravitypart.BrickColor = BrickColor.new("Bright blue")part.Parent = Workspace                 -- set Parent last so it replicates once, fully

3. Connect an event (and disconnect to avoid leaks)

lua
local debounce = falselocal connectionconnection = 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 = falseend)
-- Later, when the part is removed or the round ends:-- connection:Disconnect()

4. Client → server with a RemoteEvent (validate on the server!)

lua
-- 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 yetbuyButton.MouseButton1Click:Connect(function()    buyItem:FireServer("sword")        -- send the item id only; never the price/resultend)
lua
-- 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

lua
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-independentend)

6. Shared code in a ModuleScript

lua
-- ReplicatedStorage/GameConfig (a ModuleScript) — usable by server and client.local GameConfig = {}GameConfig.MaxHealth = 100function GameConfig.damageFor(weapon: string): number    return ({ sword = 25, bow = 15 })[weapon] or 0endreturn GameConfig
lua
local 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.
  • LocalScript doesn't run where you put it → LocalScripts run in StarterPlayerScripts, StarterCharacterScripts, StarterGui, or tools — not in Workspace or ServerScriptService. Server Scripts belong in ServerScriptService/Workspace.
  • Deprecated globals → use task.wait/task.spawn/task.delay, not the old wait()/spawn()/delay() (worse scheduling and throttling).
  • Parenting first, then setting properties → set properties first and Parent last so the instance replicates once in its final state.
  • nil on the client right after join → objects stream/replicate over time; use parent:WaitForChild("Name") instead of indexing directly on the client.
  • Connections never disconnected → long-lived :Connect handlers leak and can fire on destroyed objects; store the connection and :Disconnect() (or use Instance:GetAttributeChangedSignal/:Once where appropriate).
  • Using a RemoteFunction where a RemoteEvent fits → RemoteFunction blocks waiting for a return and a malicious/slow client can stall the server; prefer one-way RemoteEvents 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 the UseNewLuauTypeSolver workspace property, and LuauTypeCheckMode sets 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, RemoteFunction vs RemoteEvent, :WaitForChild timing, BindableEvent for same-context messaging, attributes, CollectionService tags, and :Once/connection cleanup), read references/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.

来源与署名

来源:gamedev-skills/awesome-gamedev-agent-skills位于skills/other-engines/roblox-luau提交d4b0e35

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