roblox
✓Verified·Scanned 2/18/2026
Avoid common Roblox mistakes — server/client security, DataStore pitfalls, memory leaks, and replication gotchas.
from clawhub.ai·vd092c7f·3.0 KB·0 installs
Scanned from 1.0.0 at d092c7f · Transparency log ↗
$ vett add clawhub.ai/ivangdavila/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.PlayerRemovingto 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.Diedfires on death — for death handling logicLoadCharacter()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
Heartbeatafter physics — most gameplay logicRenderSteppedclient only, before render — camera, visual updatesSteppedbefore physics — physics manipulation- Avoid heavy computation every frame — spread over multiple frames
Common Mistakes
wait()deprecated — usetask.wait()for reliable timingspawn()deprecated — usetask.spawn()ortask.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