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Roblox best practices

Skill unpronounceable-ordersphenisciformes466/roblox-best-practices-skill/roblox-best-practices

Framework-agnostic Roblox/Luau coding standards. Use when writing, reviewing, or refactoring any Luau code (Script, LocalScript, ModuleScript) in a Roblox project, or when the user asks to keep best practices in mind as standing guidance — enforces the VARIABLES/FUNCTIONS/INITIALIZATION section layout, naming rules, performance, memory, networking, and security best practices regardless of the project's framework, folder structure, or game genre. Supports two modes — Default (apply this skill's conventions as-is) and Adaptive (study the project's existing coding conventions first, confirm with the user, then apply best practices in the project's own style) — adapts to community libraries (ProfileStore, Packet, Trove, Knit, Fusion, ...) when the project uses them, and honors user-selected supervision levels (!ask / !bal / !go) controlling how often the agent confirms before acting.From its SKILL.md

Install
npx -y skills add unpronounceable-ordersphenisciformes466/roblox-best-practices-skill --skill roblox-best-practices

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SKILL.md

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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:

SituationRead
Writing a new Script/LocalScript/ModuleScriptreferences/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, profilingreferences/performance.md
Data stores, remotes, cleanup, pooling, input, anti-patternsreferences/patterns.md
Purchases, anti-exploit, remote validation depthreferences/security-monetization.md
UI/UX, cross-platform, testing, debugging, telemetryreferences/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:

LevelTokenBehavior
Supervised!askConfirm 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)!balAsk only when genuinely needed: real ambiguity, conflict with a Non-Negotiable Runtime Rule, or wide-impact/destructive changes. Otherwise proceed.
Autonomous!goDon'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:

  1. 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.
  2. Inline token!ask / !bal / !go anywhere 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 pointSupervisedBalancedAutonomous
Default/adaptive mode questionAlways askAsk once if a codebase existsInfer; report the assumption
Adaptive convention confirmation (Step 2)Wait for approvalWait for approvalPresent as a report; proceed
Community-library checkAskAsk once / detectDetect via require()s
Conflict with a non-negotiableAskAskWarn in summary; choose the safe option
Review mode: stylistic restructuringPropose, waitPropose, waitStill 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:

  1. If the user explicitly stated a mode (e.g., "pakai default", "ikuti struktur project ini", "pelajari dulu kode kami") → obey it.
  2. 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)?"
  3. 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, structured LogService, ...) — 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):

SubsectionContent
-- | 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 --!nonstrict only when strict is impractical). Type-annotate public function signatures, Configuration constants, and State tables.
  • Naming: PascalCase for services and required module tables; camelCase for local variables, functions, and Instance references (purchaseRemote, coinLabel); UPPER_SNAKE_CASE for Configuration constants. Module public methods PascalCase (Inventory.AddItem), private functions camelCase.
  • Always game:GetService() — never game.Workspace-style direct indexing (exception: workspace global 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) with pcall and 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 CollectionService tags + Attributes to 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

  1. Server is authoritative. Never trust the client: validate every RemoteEvent/RemoteFunction argument on the server (type, range, ownership, rate). Client only renders and requests.
  2. Clean up everything you create. Store connections and disconnect them (or Destroy() the owning Instance — destroying disconnects its connections). Any PlayerAdded setup must have a PlayerRemoving teardown.
  3. No avoidable per-frame garbage. Don't allocate tables/closures/strings inside RunService loops 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. Use RunService.Heartbeat for gameplay, PreRender/RenderStepped only for camera/visual work on the client.
  4. Never poll for state — react. Use events, :GetPropertyChangedSignal(), attribute-changed signals, or tag signals instead of while task.wait() do checks 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.
  5. Save data safely. UpdateAsync over SetAsync, exponential-backoff retry, save on PlayerRemoving, and flush in game:BindToClose() and game.ServerRestartScheduled.
  6. Budget the network. Batch remote traffic; use UnreliableRemoteEvent for 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 pcall with retry
  • Works regardless of the project's framework — no assumptions about folder layout beyond standard Roblox services

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