Engine

RemoteEvent

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The RemoteEvent object facilitates asynchronous, one-way communication across the client-server boundary without yielding for a response. This communication can be directed from one client to the server, from the server to a specific client, or from the server to all clients.

In order for both the server and clients to access a RemoteEvent instance, it must be in a place where both sides can see it, such as ReplicatedStorage, although in some cases it's appropriate to store it in Workspace or inside a Tool.

If you need the result of the call, you should use a RemoteFunction instead. Otherwise a remote event is recommended since it will minimize network traffic/latency and won't yield the script to wait for a response.

See Remote Events and Callbacks for code samples and further details on RemoteEvent.

Parameter Limitations

Any type of Roblox object such as an Enum, Instance, or others can be passed as a parameter when a RemoteEvent is fired, as well as Luau types such as numbers, strings, and booleans, although you should carefully explore the limitations.

Summary

Methods

Events

Properties

Methods

FireAllClients

void

Fires the OnClientEvent event for each client connected to the same RemoteEvent. Unlike FireClient(), this event does not take a target Player as the first argument, since it fires to multiple clients. Since this method is used to communicate from the server to clients, it will only work when used in a Script.

Any type of Roblox object such as an Enum, Instance, or others can be passed as a parameter to FireAllClients(), as well as Luau types such as numbers, strings, and booleans, although you should carefully explore the limitations.

See Remote Events and Callbacks for code samples and further details on RemoteEvent.

Parameters

arguments: Tuple

Values to pass to all OnClientEvent events connected to the same RemoteEvent.


Returns

void

FireClient

void

Fires the OnClientEvent event for one connected client specified by the required Player argument. Since this method is used to communicate from the server to a client, it will only work when used in a Script.

Any type of Roblox object such as an Enum, Instance, or others can be passed as a parameter to FireClient(), as well as Luau types such as numbers, strings, and booleans, although you should carefully explore the limitations.

See Remote Events and Callbacks for code samples and further details on RemoteEvent. See also FireAllClients() which works similarly but fires the event for each client connected to the same RemoteEvent.

Parameters

player: Player

The client of the Player to fire the event to.

arguments: Tuple

Values to pass to OnClientEvent events connected to the same RemoteEvent.


Returns

void

FireServer

void

Fires the OnServerEvent event on the server from one client. Connected events receive the Player argument of the firing client. Since this method is used to communicate from a client to the server, it will only work when used in a LocalScript.

Any type of Roblox object such as an Enum, Instance, or others can be passed as a parameter to FireServer(), as well as Luau types such as numbers, strings, and booleans, although you should carefully explore the limitations.

See Remote Events and Callbacks for code samples and further details on RemoteEvent.

Parameters

arguments: Tuple

Values to pass to OnServerEvent events connected to the same RemoteEvent.


Returns

void

Events

OnClientEvent

Fires from a LocalScript when either FireClient() or FireAllClients() is called on the same RemoteEvent instance from a Script.

See Remote Events and Callbacks for code samples and further details on OnClientEvent.

Parameters

arguments: Tuple

The parameters sent through FireClient() or FireAllClients().


OnServerEvent

Fires from a Script when FireServer() is called on the same RemoteEvent instance from a LocalScript.

See Remote Events and Callbacks for code samples and further details on OnServerEvent.

Parameters

player: Player

The Player associated with the client that the FireServer() call originates from.

arguments: Tuple

The parameters sent through FireServer().