roblox-luau — Claude Code skill: write Luau scripts for Roblox
A skill that teaches Claude Code to write Luau scripts for Roblox: work with services, create Instances, handle events, and build secure client-server communication via RemoteEvents.
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill roblox-luau -a claude-codeWhat roblox-luau does
The skill gives the agent knowledge of the Roblox API and development patterns. It knows how to write server Scripts, client LocalScripts, and ModuleScripts; place logic correctly between server and client; get a service with game:GetService("Players"); create and parent an Instance; connect events like PlayerAdded or Touched; and send data from client to server via RemoteEvent without security risk.
The skill includes patterns for common tasks: leaderstats for the leaderboard, creating and configuring parts, handling touch events, purchases through RemoteEvent with server-side validation, per-frame updates with RunService, shared code in ModuleScripts. It reinforces critical rules: trust only the server during validation, don't parent an Instance until all properties are set, disconnect events when they're no longer needed.
For persisting data across sessions, use the roblox-datastores skill. Network protocol design, exploit hardening, and input systems are handled by other skills.
What it helps with
- Write a server script that runs when a player joins
- Create and configure an Instance (Part, Folder) with the right properties
- Connect an event (Touched, Heartbeat) and disconnect it properly
- Send a request from client to server and validate it on the server
- Update objects every frame without desync
Example prompts for the agent
- Write a server script to set up leaderstats with coins and experience
- Create a RemoteEvent for buying items and validate the price on the server
- Debug a loop with RunService.Heartbeat that rotates a spinner each frame
How to install roblox-luau
1Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill roblox-luau -a claude-code2Manually: put the files in place
~/.claude/skills/roblox-luau/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/roblox-luau/
1Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill roblox-luau -a codex2Manually: put the files in place
.agents/skills/roblox-luau/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill roblox-luau -a cursor2Manually: put the files in place
.cursor/skills/roblox-luau/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install gamedev-skills/awesome-gamedev-agent-skills roblox-luau2Manually: put the files in place
.github/skills/roblox-luau/SKILL.md1Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill roblox-luau -a gemini-cli2Platform CLI
gemini skills install https://github.com/gamedev-skills/awesome-gamedev-agent-skills --path skills/other-engines/roblox-luauManually: put the files in place
.devin/skills/roblox-luau/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill roblox-luau -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
From the same set40
The whole set →Similar
Questions about roblox-luau
How do I install roblox-luau in Claude Code?
Run npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill roblox-luau -a claude-code in the terminal, then open ~/.claude/skills/roblox-luau/SKILL.md to verify.
What does the roblox-luau skill do?
It teaches the agent to write Luau code for Roblox: work with services, create and configure objects, handle events, and safely pass data between client and server using RemoteEvents.
How should logic be split between server and client?
The server is the source of truth. The client sends a request via RemoteEvent (e.g., a purchase request), and the server always validates the data and applies changes, because the client can send anything.
Source text
SKILL.md · Apache-2.0
---
name: roblox-luau
description: >
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.
---
# Roblox Luau Scripting
Script a Roblox experience in **Luau**: services, `Instance`s, 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 `Script` whose `RunContext` is `Client` also runs on clients, from
`ReplicatedStorage`; check `RunContext` before deciding where a `Script` runs. 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 **Test** / **Test Here** / **Server & Clients**; use the
Output window and the Client/Server toggle to confirm where code ran.
7. **Run static checks before Studio when the project already has the tools.** Put
`std = "roblox"` in the root `selene.toml`, then run `selene .`.
For a Rojo project, write the sourcemap once with
`rojo sourcemap default.project.json --output sourcemap.json`, then run
`luau-lsp analyze --sourcemap=sourcemap.json src`, passing the Roblox type definitions
with `--definitions` (`luau-lsp analyze --help` lists the flags). Studio Script Sync
projects may not have a sourcemap.
## 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 LAST
end
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 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)
```lua
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!)
```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 yet
buyButton.MouseButton1Click:Connect(function()
buyItem:FireServer("sword") -- send the item id only; never the price/result
end)
```
```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-independent
end)
```
### 6. Shared code in a ModuleScript
```lua
-- 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
```
```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 `Script`s belong in
`ServerScriptService`/`Workspace`. A `Script` with `RunContext = Client` placed in a
`Starter*` container runs twice (original and copy); keep those in `ReplicatedStorage`.
- **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 `RemoteEvent`s 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.
© gamedev-skills · Apache-2.0 · gamedev-skills/awesome-gamedev-agent-skills