Best Practices For Multi Player Scripts
Multiplayer is where scripts get genuinely tricky. Code runs on a server and on every client, data has to travel between them, and getting the split wrong causes lag, bugs and exploits. These are the rules that keep multiplayer scripts fast and correct.
Get a free executor
You need an executor to run any Roblox script. Grab one free.
Server vs client — pick the right side
The server is shared and authoritative; each client is one player's own machine. Gameplay that must be fair or trusted (scores, currency, hit validation) belongs on the server. Things that are personal and instant (UI, input, camera, local effects) belong on the client.
Putting authoritative logic on the client is the root of most exploitable, laggy multiplayer code.
Use RemoteEvents efficiently
Server and client talk through RemoteEvents and RemoteFunctions. The cost is network bandwidth, so:
- Don't fire a remote every frame — batch updates or send them on change.
- Send small payloads; avoid shipping whole tables when one value will do.
- Do heavy computation on one side and send only the result.
Never trust the client
Anything on the client can be tampered with — that is the whole basis of exploiting. Validate important actions on the server: check that a request is even possible before acting on it. This is a security principle as much as a performance one.
It connects directly to the wider safety picture in Security.
Test with real load
Multiplayer issues hide in single-player testing — use multi-client testing (script performance testing) to surface them, and understanding performance metrics to keep an eye on network and frame cost with several players connected.