🧠 Understanding the 3 Types of Scripts in Roblox Studio | Different types of scripts in Roblox Studio
- Primal Cam
- Aug 4
- 3 min read
🎯 Introduction: Different types of scripts in Roblox Studio
If you're building anything beyond a simple hobby project in Roblox Studio, understanding how Roblox scripts work—and which one to use—is critical. There are three main types of scripts in Roblox:
Script – Standard server-side scripts
LocalScript – Client-side scripts
ModuleScript – Reusable code libraries for both client and server
Each one has its own execution context, limitations, and best practices.
In this guide, we’ll explore each script type in depth, provide real-world examples, and show you exactly how they interact inside your game.
📜 1. Script – Server-Side Logic
🧠 What It Is:
A Script runs on the server. It has full authority over the game world, including physics, DataStores, and player characters.
📍 Where It Runs:
ServerScriptService
Workspace
Model (on the server)
✅ Use Cases:
Saving and loading data
Spawning enemies or items
Matchmaking, timers, global systems
Server-side RemoteEvent handlers
❌ Cannot:
Access LocalPlayer
Change UI directly
Detect client input
🔁 Example:

🖥️ 2. LocalScript – Client-Side Behavior
🧠 What It Is:
A LocalScript runs on the client—each player’s device. It’s used for things like UI, camera, input, and effects.
📍 Where It Can Run:
StarterPlayerScripts
StarterCharacterScripts
StarterGui
StarterPack
PlayerGui, Backpack
✅ Use Cases:
Handling user input (e.g., clicking buttons)
Animating UI
Playing local sounds
First/third-person camera control
❌ Cannot:
Modify server-only objects (like ServerStorage)
Use DataStores
Affect other players
🔁 Example:
-- LocalScript inside a TextButton
script.Parent.MouseButton1Click:Connect(function()
print("Button clicked by:", game.Players.LocalPlayer.Name)
end)📦 3. ModuleScript – Reusable Code Containers
🧠 What It Is:
A ModuleScript is a shared library of code. It does nothing on its own until it's required by another script (either a Script or LocalScript).
📍 Where It Can Be Used:
Anywhere in the DataModel
Can be required by both Script and LocalScript
✅ Use Cases:
Utility functions (math, table ops, RNG)
Configuration settings
Shared game systems (like damage, inventory)
❌ Cannot:
Run independently
Know who required it (unless passed)
🔁 Example:
-- ModuleScript: MathHelpers
local MathHelpers = {}
function MathHelpers.Clamp(value, min, max)
return math.max(min, math.min(max, value))
end
return MathHelpersAnd use it like:
local Math = require(game.ReplicatedStorage.MathHelpers)
local clamped = Math.Clamp(120, 0, 100)🔁 How Scripts Communicate
🧠 RemoteEvents and RemoteFunctions
Since Scripts and LocalScripts run on different machines, they must communicate using Remotes:
RemoteEvent: one-way, fire-and-forget
RemoteFunction: two-way, request-and-response
🔁 Server to Client:
-- Script
RemoteEvent:FireClient(player, "Welcome!")-- LocalScript
RemoteEvent.OnClientEvent:Connect(function(message)
print("Message from server:", message)
end)🔁 Client to Server:
-- LocalScript
RemoteEvent:FireServer("Clicked!")-- Script
RemoteEvent.OnServerEvent:Connect(function(player, message)
print(player.Name .. " says:", message)
end)⚠️ Common Mistakes
1. Putting LocalScripts in ServerScriptService
LocalScripts won’t run there.
2. Requiring ModuleScripts before they return
Always end ModuleScripts with return Table
3. Using LocalPlayer in a Script
Only available in LocalScripts.
4. Expecting RemoteEvent callbacks
RemoteEvent:FireServer() is fire-and-forget. Use RemoteFunctions if you need a return value.
🛠️ Real-World Examples
📁 Inventory System
Script: Manages player inventories and server saves.
LocalScript: Shows inventory UI and reacts to clicks.
ModuleScript: Contains inventory validation functions.
🧨 Explosive Projectile
Script: Spawns and explodes the projectile.
LocalScript: Plays trail and explosion effects.
ModuleScript: Handles math for angle/damage/radius.
🧑🤝🧑 Matchmaking Queue
Script: Assigns teams and spawns players.
LocalScript: Updates HUD countdown and ready-check.
ModuleScript: Shared code for timer countdown logic.
Conclusion
Mastering the three script types in Roblox is a game-changer. You’ll build systems that are cleaner, more scalable, and easier to debug.
Script Type | Runs On | Access to UI? | Can Save Data? | Use Case Examples |
Script | Server | ❌ | ✅ | Matchmaking, damage, data saves |
LocalScript | Client | ✅ | ❌ | UI, input, effects, camera |
ModuleScript | Shared | ✅/❌ | ✅/❌ | Math, utilities, config, game logic |
When in doubt:
Scripts handle data + logic
LocalScripts handle interaction
ModuleScripts handle repetition
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