Roblox Game Development Best Practices
Framework-agnostic standards for writing clean, efficient, lightweight, and resource-frugal Luau code. These rules fit any architecture (single-script, module-based, Knit, actor-based, ECS, etc.) — they govern how each script is written, not how the project is structured.
Goals, in priority order: correct → secure (server-authoritative) → efficient (CPU/memory/network) → readable → consistent.
Reference Routing
Load only what the situation needs:
| Situation | Read |
|---|---|
| Writing a new Script/LocalScript/ModuleScript | references/templates.md |
| Existing codebase with its own conventions (Adaptive mode) | references/adaptive-mode.md |
| Project uses community libraries (ProfileStore, Packet, Trove, Knit, Fusion, ...) | references/community-libraries.md |
| Hot loops, memory, network traffic, rendering, profiling | references/performance.md |
| Data stores, remotes, cleanup, pooling, input, anti-patterns | references/patterns.md |
| Purchases, anti-exploit, remote validation depth | references/security-monetization.md |
| UI/UX, cross-platform, testing, debugging, telemetry | references/ui-ux-testing.md |
| Genre is known (simulator, FPS, obby, RPG, racing, horror, social) | references/genres.md |
User Authority
This skill is guidance, not a mandate — full control always stays with the user:
- The user's explicit instructions override any convention in this skill. If an instruction conflicts with a Non-Negotiable Runtime Rule, state the risk once, briefly, then follow the user's decision.
- Never take actions the user didn't ask for on the strength of this skill alone: no unrequested refactors, restructuring, file creation, or "while I'm here" cleanups. Recommend; don't act.
Advisory invocation (no specific task)
Users may invoke this skill purely as a standing reminder — "use best practices", "ikuti skill ini mulai sekarang" — without a concrete coding task. In that case:
- Do not start codebase analysis or ask the mode/library setup questions yet. Briefly acknowledge that the standards are now active, and stop.
- Hold these rules as active guidance for all subsequent Luau work in the session.
- Resolve Mode Selection and the community-library check lazily — at the first actual coding/review task, and only the parts that task needs.
Supervision Level (how often to confirm)
The user controls how much the agent asks before acting. Three levels:
| Level | Token | Behavior |
|---|---|---|
| Supervised | !ask | Confirm before every meaningful decision: convention choices, the list of files to create/modify, any deviation from this skill, and before writing code. The user sees and approves everything. |
| Balanced (default) | !bal | Ask only when genuinely needed: real ambiguity, conflict with a Non-Negotiable Runtime Rule, or wide-impact/destructive changes. Otherwise proceed. |
| Autonomous | !go | Don't ask; make sensible best-practice decisions and record every assumption in the final summary. Stop only for destructive/irreversible actions. |
How the level is set:
- Session declaration — the user states it in any words ("supervised mode", "awasi penuh", "jangan banyak tanya", "bebas saja") → holds for the whole session until changed.
- Inline token —
!ask/!bal/!goanywhere in a prompt → overrides the session level for that prompt only.
Precedence: inline token > session declaration > Balanced default. Never ask the user which level they want — absence of a declaration is the Balanced choice. Explicit user instructions (User Authority) outrank the level itself.
Effect on this skill's confirmation points:
| Confirmation point | Supervised | Balanced | Autonomous |
|---|---|---|---|
| Default/adaptive mode question | Always ask | Ask once if a codebase exists | Infer; report the assumption |
| Adaptive convention confirmation (Step 2) | Wait for approval | Wait for approval | Present as a report; proceed |
| Community-library check | Ask | Ask once / detect | Detect via require()s |
| Conflict with a non-negotiable | Ask | Ask | Warn in summary; choose the safe option |
| Review mode: stylistic restructuring | Propose, wait | Propose, wait | Still propose only (User Authority — unchanged) |
Mode Selection (before the first coding task)
This skill runs in one of two modes. Determine the mode before writing any code:
- Default mode — apply this skill's conventions exactly as written below (section layout, naming, ordering). Use when: the user asked for it, the project is new/empty, or the existing code has no consistent conventions worth preserving.
- Adaptive mode — first study the project's existing coding structure and conventions, present what you found together with a proposed adapted convention, get the user's confirmation, then write code following the confirmed convention. The universal rules (Non-Negotiable Runtime Rules, Language & Style safety items, everything in the performance/patterns references) still apply in full — only stylistic/structural conventions adapt.
How to decide:
- If the user explicitly stated a mode (e.g., "pakai default", "ikuti struktur project ini", "pelajari dulu kode kami") → obey it.
- Otherwise, if there is an existing codebase with visible conventions → ask the user once: "Use this skill's default conventions, or should I study your project's existing structure first and adapt to it (with your confirmation)?"
- If asking is impossible (autonomous run) → default mode for new files; for edits to existing files, match the file's existing style and note the assumption in your summary.
Adaptive-mode procedure (analysis checklist, confirmation format, precedence rules): see references/adaptive-mode.md.
Community-library check (part of mode selection)
Also determine, once, whether the project uses community libraries that replace built-in APIs — ask the user ("Does this project use community libraries such as ProfileStore/ProfileService for data, Packet/ByteNet for networking, Trove/Maid for cleanup, Knit/Flamework, Fusion/React-lua, ...?") or, in autonomous runs, detect them by scanning require()s. If any are in use, read references/community-libraries.md and defer the overlapping built-in patterns to the library — library idioms win for the concern they own; the Non-Negotiable Runtime Rules still hold through them.
Review/refactor mode
When asked to review or tidy existing code (rather than write new code):
- Violations of Non-Negotiable Runtime Rules and deprecated APIs → report as findings (and fix if asked). Apply the rules as scoped — the exceptions written into them (periodic loops, cold-path allocations, small state snapshots) are not violations.
- Section-layout/naming deviations and missing doc comments on trivial private functions → propose restructuring as minor suggestions, don't silently rewrite and don't report them as violations; the user decides.
- Never reformat code unrelated to the request; consistency within the file beats consistency with this skill.
- Before flagging an API as wrong/nonexistent, verify against the target environment (see Environment & Scale) — never flag from memory alone.
Environment & Scale
- Detect the project environment first: Studio-native (work through Studio/MCP tools; paths are Instance paths) vs Rojo/filesystem (work through files; requires may use path aliases and
src/layout maps to services). Match how you read, write, and reference scripts accordingly. - Verify newer APIs before use (
BindToSimulation,UIShadow, Input Action System, structuredLogService, ...) — check they exist in the target environment rather than assuming; fall back to the stable equivalent if absent. The official docs (create.roblox.com — Engine API Reference) are the primary authority; the API dump/ReflectionService or a quick in-Studio test settle what the docs haven't caught up to. Roblox ships new APIs continuously — absence from your training knowledge is not evidence an API doesn't exist. - Scale the ceremony to the script. Tiny scripts (< ~40 lines) may use just the three top-level headers with no subsections; only add level-2+ headers when a section has enough content to need them. Never emit empty placeholder headers. Pure data/type modules (config tables, item catalogs, shared type definitions — no runtime logic) are exempt from the three-section layout entirely; group their contents however reads best.
Script Section Layout (MANDATORY)
Every script is divided into exactly three top-level sections, in this order:
-- // VARIABLES // --
-- // FUNCTIONS // --
-- // INITIALIZATION // --
Section header hierarchy
Five nesting levels. Use deeper levels only when a section genuinely needs subdivision:
-- // Level 1 // -- top-level sections (VARIABLES / FUNCTIONS / INITIALIZATION only)
-- | Level 2 | -- standard subsections (Services, Modules, Private, Public, ...)
-- [ Level 3 ] -- grouping within a subsection
-- { Level 4 } -- rare, fine-grained grouping
-- / Level 5 / -- rarest, last resort
1. -- // VARIABLES // --
Subsections in this fixed order (omit any that are empty):
| Subsection | Content |
|---|---|
-- | Services | -- | Roblox services via game:GetService(), one per line, only the ones actually used |
-- | Modules | -- | require() calls, ordered by source location: ServerScriptService → ServerStorage → ReplicatedStorage → Workspace, then script-relative requires (script.Parent.X) last. A Packages/ServerPackages folder sorts as its containing service. Only locations the script can legally reach apply (client scripts skip server locations) |
-- | Objects | -- | References to Instances (models, folders, remotes, UI). Optional — only if needed |
-- | Configuration | -- | Constants and tunable values used across the script. UPPER_SNAKE_CASE |
-- | State Management | -- | Mutable runtime state variables (counters, caches, flags, connection tables) |
2. -- // FUNCTIONS // --
- ModuleScripts split functions into
-- | Private | --(used only inside this script,local function) and-- | Public | --(exposed on the returned table). Private comes first. - Scripts/LocalScripts usually skip the Private/Public split — just list functions under the section header (use level-2 headers to group by topic if the script is large).
- Every function gets a doc comment, ALWAYS wrapped in a
--[[ ... ]]block placed directly above the function — even when the description is a single line. Structure, in this fixed order: description → params → returns.- Description — technical, concise, clear English. It must describe the function's general purpose/contract, NOT its current implementation: never mention/discuss the specific features, APIs, algorithms, or code paths inside the body. Written this way, the description stays valid and relevant when the function's contents change.
@param/@return— include only when they add information beyond what the signature already shows (non-obvious meaning, units, constraints, nil-behavior); omit them entirely when obvious.
--[[
Applies damage to a character and handles the resulting death state.
@param amount Damage in health points; must be positive
@return true when the damage was lethal
]]
local function applyDamage(humanoid: Humanoid, amount: number): boolean
...
end
Anti-example (too implementation-specific — breaks as soon as the body changes): Subtracts amount from Humanoid.Health, then triggers the ragdoll module if health reaches zero.
- Order functions so dependencies come first (callee above caller) — Luau requires it for locals anyway.
3. -- // INITIALIZATION // --
Everything that runs: function calls, event connections, loops. No function definitions here. Use level-2 subsections to group by context when the script wires up several concerns:
-- // INITIALIZATION // --
-- | Player Events | --
Players.PlayerAdded:Connect(onPlayerAdded)
Players.PlayerRemoving:Connect(onPlayerRemoving)
-- | Remotes | --
purchaseRemote.OnServerEvent:Connect(onPurchaseRequest)
-- | Startup | --
loadWorldState()
Full annotated templates (Script, LocalScript, ModuleScript): see references/templates.md.
Language & Style Rules
- Start every script with
--!strict(or--!nonstrictonly when strict is impractical). Type-annotate public function signatures, Configuration constants, and State tables. - Naming:
PascalCasefor services and required module tables;camelCasefor local variables, functions, and Instance references (purchaseRemote,coinLabel);UPPER_SNAKE_CASEfor Configuration constants. Module public methodsPascalCase(Inventory.AddItem), private functionscamelCase. - Always
game:GetService()— nevergame.Workspace-style direct indexing (exception:workspaceglobal is fine). - Never use deprecated APIs:
wait()/spawn()/delay()→task.wait()/task.spawn()/task.delay();Instance.new(class, parent)two-arg form → set properties first, parent last;:connect()/:wait()lowercase →:Connect()/:Wait();BodyVelocity/BodyGyro→ constraints (LinearVelocity,AlignOrientation). - Guard external/yielding calls (
DataStore,MarketplaceService,HttpService,TeleportService) withpcalland a retry policy. Never let an unprotected yield crash a player flow. - One responsibility per ModuleScript. No circular
requires — if two modules need each other, extract the shared part into a third module or pass dependencies at init time. - Prefer
CollectionServicetags +Attributesto bind behavior to Instances — this is the most framework-agnostic wiring mechanism and survives any folder structure. - Comments explain why, not what. Doc comments in English, always as a
--[[ ... ]]block in desc → params → returns order, with an implementation-agnostic description (see the FUNCTIONS section rules).
Non-Negotiable Runtime Rules
- Server is authoritative. Never trust the client: validate every RemoteEvent/RemoteFunction argument on the server (type, range, ownership, rate). Client only renders and requests.
- Clean up everything you create. Store connections and disconnect them (or
Destroy()the owning Instance — destroying disconnects its connections). AnyPlayerAddedsetup must have aPlayerRemovingteardown. - No avoidable per-frame garbage. Don't allocate tables/closures/strings inside
RunServiceloops when they can be hoisted; hoist them. Judge by the hot path's actual frequency — a closure in a once-per-round callback is fine; only flag allocations that recur per frame/per entity. UseRunService.Heartbeatfor gameplay,PreRender/RenderSteppedonly for camera/visual work on the client. - Never poll for state — react. Use events,
:GetPropertyChangedSignal(), attribute-changed signals, or tag signals instead ofwhile task.wait() dochecks on a condition that has a signal. Genuinely periodic work (autosave interval, throttled AI scans, round timers) is legitimate on a timed loop — that's scheduling, not polling. - Save data safely.
UpdateAsyncoverSetAsync, exponential-backoff retry, save onPlayerRemoving, and flush ingame:BindToClose()andgame.ServerRestartScheduled. - Budget the network. Batch remote traffic; use
UnreliableRemoteEventfor high-frequency, loss-tolerant data (VFX, positions); for large or frequently-updated state send deltas, not whole states (a small, infrequent snapshot is fine as-is).
Details, patterns, and numbers: references/performance.md (CPU, memory, network, instances) and references/patterns.md (data stores, remotes, cleanup, pooling).
Review Checklist
Before finishing any Luau code, verify:
- Supervision level respected (inline token > session declaration > Balanced); in Autonomous, all assumptions listed in the summary
- Mode determined (default vs adaptive); in adaptive mode, the convention was confirmed by the user before coding (or reported, in Autonomous)
- Community libraries identified (asked or detected); overlapping patterns deferred to them
- Three top-level sections present and correctly ordered (except exempt pure data/type modules); correct header syntax at each level (or the confirmed adapted equivalent); ceremony scaled to script size, no empty headers
- In review mode: non-negotiables reported as findings, stylistic changes proposed not forced, unrelated code untouched
- Services/Modules/Objects/Configuration/State ordered per spec; module requires ordered SSS → SS → RS → Workspace → script-relative (only reachable locations count)
- Every function has a
--[[ ... ]]block doc comment in desc → params → returns order; the description is general/contract-level (no mention of the body's specific features or code) so it survives implementation changes -
--!strict(or justified--!nonstrict); no deprecated APIs - All connections have an owner and a teardown path; no leaked Instances
- No allocation or Instance-tree lookup inside hot loops; nothing polled that could be event-driven
- All remote handlers validate arguments; all yielding external calls wrapped in
pcallwith retry - Works regardless of the project's framework — no assumptions about folder layout beyond standard Roblox services