Roblox Luau Scripting
SkillAI & modelsYour AI can write and debug Roblox game scripts in Luau, so you can build or fix an experience in Roblox Studio. It understands how Roblox games are put together, from creating game objects to handling events. It also knows which code should run for the whole game and which should run on each player's device.
Available today. Use it from your connected AI after setup.
No other account needed.
Add the skill, then describe what you are building in Roblox Studio and ask your AI to write or fix the scripts you need.
Then ask your AI: use the Roblox Luau Scripting skill
What your AI can do with it
- Write and debug Luau scripts for a Roblox experience
- Get the Roblox services a script needs
- Create and organize game objects inside the experience
- Connect events so game actions trigger the right responses
- Decide which code runs for the whole game and which runs on each player's client
- Pass information between the game and each player's client with RemoteEvents and RemoteFunctions, with the game side staying in control
What this skill tells your AI
The instructions your AI receives, as published by gamedev-skills/awesome-gamedev-agent-skills in skills/other-engines/roblox-luau/SKILL.md and read by ahel’s review.
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/RemoteFunctioncommunication. - Use when the project has
Script/LocalScript/ModuleScriptobjects,.rbxl(x)places, or a Rojo*.project.json, and code callsgame: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
- Get services with
game:GetService("Name"). Common ones:Players,Workspace,ReplicatedStorage(shared client+server),ServerScriptService(server-only code),ServerStorage,RunService,UserInputService(client). - Know where code runs. A
Scriptruns on the server; aLocalScriptruns on a client (inStarterPlayerScripts,StarterGui, or the player's character). AModuleScriptis shared code yourequire. - Create instances deliberately.
local p = Instance.new("Part"), set its properties, then setp.Parentlast (parenting triggers replication). - React with events.
:Connectto signals likePlayers.PlayerAdded,part.Touched, orRunService.Heartbeat. Disconnect when done to avoid leaks. - 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. - 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)
-- 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 LAST
end
Players.PlayerAdded:Connect(onPlayerAdded)
2. Create and configure an instance
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 gravity
part.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)
local debounce = false
local connection
connection = 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 = false
end)
-- Later, when the part is removed or the round ends:
-- connection:Disconnect()
4. Client → server with a RemoteEvent (validate on the server!)
-- 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 yet
buyButton.MouseButton1Click:Connect(function()
buyItem:FireServer("sword") -- send the item id only; never the price/result
end)
-- 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
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-independent
end)
6. Shared code in a ModuleScript
-- ReplicatedStorage/GameConfig (a ModuleScript) — usable by server and client.
local GameConfig = {}
GameConfig.MaxHealth = 100
function GameConfig.damageFor(weapon: string): number
return ({ sword = 25, bow = 15 })[weapon] or 0
end
return GameConfig
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. LocalScriptdoesn't run where you put it → LocalScripts run inStarterPlayerScripts,StarterCharacterScripts,StarterGui, or tools — not inWorkspaceorServerScriptService. ServerScripts belong inServerScriptService/Workspace.- Deprecated globals → use
task.wait/task.spawn/task.delay, not the oldwait()/spawn()/delay()(worse scheduling and throttling). - Parenting first, then setting properties → set properties first and
Parentlast so the instance replicates once in its final state. nilon the client right after join → objects stream/replicate over time; useparent:WaitForChild("Name")instead of indexing directly on the client.- Connections never disconnected → long-lived
:Connecthandlers leak and can fire on destroyed objects; store the connection and:Disconnect()(or useInstance:GetAttributeChangedSignal/:Oncewhere appropriate). - Using a RemoteFunction where a RemoteEvent fits →
RemoteFunctionblocks waiting for a return and a malicious/slow client can stall the server; prefer one-wayRemoteEvents unless you genuinely need a reply.
References
- For the full client/server model (replication,
RemoteFunctionvsRemoteEvent,:WaitForChildtiming,BindableEventfor same-context messaging, attributes,CollectionServicetags, and:Once/connection cleanup), readreferences/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.
Signals
- GitHub stars
- 967
- Forks
- 76
- Last commit
- Sep 2026
Advanced
- Catalog kind
- skill
- Gateway key
roblox-luau- Source
- github.com/gamedev-skills/awesome-gamedev-agent-skills