BindableEvent and BindableFunction objects let you bind behaviors between scripts on the same side of the client-server boundary and communicate a specific desired outcome for in-game actions.
The most common use case for bindable events is for games that have a round-based structure. For example, you might have a "match started" event that lets other scripts start a timer and display a leaderboard, with a corresponding "match ended" event that lets other scripts know when to move players back into a lobby and display the winners.
Because they coordinate activities between scripts, bindable events are typically used on the server, but you can use them on the client, too.
Depending on how your game works, bindable events can help make your code more modular, but module scripts are often a better alternative for situations in which you need to share data between scripts. You can also use bindable events in conjunction with module scripts for a cleaner syntax, as noted in Custom events.
Bindable events
The BindableEvent object enables custom events through asynchronous, one-way communication between scripts.
When you fire a BindableEvent through the Fire() method, the firing script does not yield, and the target function receives the passed arguments with certain limitations. Like all events, BindableEvents create threads of each connected function, so even if one errors, others continue.
To create a new BindableEvent using the Explorer window in Studio:
- Hover over the container into which you want to insert the BindableEvent. We recommend using ServerScriptService for communication between server scripts and ReplicatedStorage for communication between client scripts.
- Click the ⊕ button that appears to the right of the container's name and insert a BindableEvent instance.
- Rename the instance to TestBindableEvent.
After you've created a BindableEvent, connect a function to its Event event in one script, and then Fire() the event from another script.
local ServerScriptService = game:GetService("ServerScriptService")
-- Get reference to bindable event instance
local bindableEvent = ServerScriptService:WaitForChild("TestBindableEvent")
-- Connect anonymous function to event
bindableEvent.Event:Connect(function(data)
print(data) --> Round started!
end)local ServerScriptService = game:GetService("ServerScriptService")
-- Get reference to bindable event instance
local bindableEvent = ServerScriptService:WaitForChild("TestBindableEvent")
-- Fire bindable event
bindableEvent:Fire("Round started!")Custom callbacks
The BindableFunction object allows for synchronous, two-way communication between scripts. You can use it to define a custom callback function and invoke it manually by calling BindableFunction:Invoke(). The code invoking the function yields until the corresponding callback is found, and the callback receives the arguments that you passed to Invoke(). If the callback was never set, the script that invokes it doesn't resume execution.
To create a new BindableFunction using the Explorer window in Studio:
- Hover over the container into which you want to insert the BindableFunction. We recommend using ServerScriptService for communication between server scripts and ReplicatedStorage for communication between client scripts.
- Click the ⊕ button that appears to the right of the container's name and insert a BindableFunction instance.
- Rename the instance to TestBindableFunction.
Once you've created a BindableFunction, you can connect to its OnInvoke callback in one script, then Invoke() the callback function from another script.
local ServerScriptService = game:GetService("ServerScriptService")
-- Get reference to bindable function
local bindableFunction = ServerScriptService:WaitForChild("TestBindableFunction")
-- Callback function
local function addTwoNumbers(a, b)
return a + b
end
-- Set function as bindable function's callback
bindableFunction.OnInvoke = addTwoNumberslocal ServerScriptService = game:GetService("ServerScriptService")
-- Get reference to bindable function
local bindableFunction = ServerScriptService:WaitForChild("TestBindableFunction")
-- Invoke callback function and output returned value
local sum = bindableFunction:Invoke(2, 4)
print(sum) --> 6Argument limitations
When you fire a BindableEvent or invoke a BindableFunction, it forwards any arguments that you pass with the event or to the callback function. You can pass any type of Roblox object (Enum, Instance, etc.), as well as Luau types like numbers, strings, and booleans, although you should carefully consider the following limitations.
Non-string indices
If any indices of a passed table are non-string types, such as an Instance, userdata, or function, Roblox automatically converts those indices to strings.
local ServerScriptService = game:GetService("ServerScriptService")
local bindableEvent = ServerScriptService:WaitForChild("TestBindableEvent")
local function onEventFire(passedTable)
for k, v in passedTable do
print(typeof(k)) --> string
end
end
-- Connect function to event
bindableEvent.Event:Connect(onEventFire)local ServerScriptService = game:GetService("ServerScriptService")
local bindableEvent = ServerScriptService:WaitForChild("TestBindableEvent")
-- Fire event with table containing a workspace instance as a key
bindableEvent:Fire({
[workspace.Baseplate] = true
})Table indexing
If you pass a table of data, do not pass a mixed table of numeric and string keys. Doing so can result in removed elements during the transfer. Instead, pass a table that consists entirely of key-value pairs (a dictionary) or entirely of numeric indices (an array).
local ServerScriptService = game:GetService("ServerScriptService")
local bindableEvent = ServerScriptService:WaitForChild("TestBindableEvent")
local function onEventFire(passedTable)
for k, v in passedTable do
print(k .. " = " .. v)
--> 1 = Sword
--> 2 = Bow
--> CharName = Diva Dragonslayer
--> CharClass = Rogue
end
end
-- Connect function to event
bindableEvent.Event:Connect(onEventFire)local ServerScriptService = game:GetService("ServerScriptService")
local bindableEvent = ServerScriptService:WaitForChild("TestBindableEvent")
-- Numerically indexed table
local inventoryData = {
"Sword", "Bow"
}
-- Dictionary table
local characterData = {
CharName = "Diva Dragonslayer",
CharClass = "Rogue"
}
-- Fire event with consistently-indexed tables
bindableEvent:Fire(inventoryData)
bindableEvent:Fire(characterData)Table identities
Tables passed as arguments to bindable events and callbacks are copied, meaning they will not be exactly equivalent to those provided when firing the event or invoking the callback. Nor will tables returned to the invoker be exactly equivalent to those provided. You can demonstrate this by running the following script on a BindableFunction and observing how the table identities differ.
local ServerScriptService = game:GetService("ServerScriptService")
local bindableFunction = ServerScriptService:WaitForChild("TestBindableFunction")
-- Callback function
local function returnTable(passedTable)
-- Output table identity on invocation
print(tostring(passedTable)) --> table: 0x48eb7aead27563d9
return passedTable
end
-- Set function as bindable function's callback
bindableFunction.OnInvoke = returnTablelocal ServerScriptService = game:GetService("ServerScriptService")
local bindableFunction = ServerScriptService:WaitForChild("TestBindableFunction")
local inventoryData = {
"Sword", "Bow"
}
-- Output original table identity
print(tostring(inventoryData)) --> table: 0x059bcdbb2b576549
local invokeReturn = bindableFunction:Invoke(inventoryData)
-- Output table identity upon return
print(tostring(invokeReturn)) --> table: 0x9fcae7919563a0e9Metatables
If a table has a metatable, all of the metatable information is lost in the transfer. In the following code sample, the NumWheels property is part of the Car metatable. When the server receives the following table, the truck table has the Name property but not the NumWheels property.
local ServerScriptService = game:GetService("ServerScriptService")
local bindableEvent = ServerScriptService:WaitForChild("TestBindableEvent")
local function onEvent(param)
print(param) --> {["Name"] = "MyTruck"}
end
-- Connect function to event
bindableEvent.Event:Connect(onEvent)local ServerScriptService = game:GetService("ServerScriptService")
local bindableEvent = ServerScriptService:WaitForChild("TestBindableEvent")
local Car = {}
Car.NumWheels = 4
Car.__index = Car
local truck = {}
truck.Name = "MyTruck"
setmetatable(truck, Car)
-- Fire event with table including a metatable
bindableEvent:Fire(truck)