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🧠 Understanding the 3 Types of Scripts in Roblox Studio | Different types of scripts in Roblox Studio


🎯 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:


  1. Script – Standard server-side scripts

  2. LocalScript – Client-side scripts

  3. 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:


Server Script

🖥️ 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 MathHelpers

And 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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