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tabooharmony/roblox-brain/roblox-security

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PublishedOctober 21, 2026 at 11:01 PM
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version: "1.0.1" name: roblox-security description: "Use when auditing or hardening Roblox code against exploits: authority, remotes, economy, purchases, and DataStore flows." when_to_use: "Also for security reviews, cheaters or exploiters, duplicated items or currency, trusting client values, admin commands, and pre-release audits." last_reviewed: 2026-10-14 sources:

  • https://create.roblox.com/docs/ui/text-filtering
  • https://create.roblox.com/docs/scripting/security/security-tactics
  • https://create.roblox.com/docs/scripting/security/client-server-boundary
  • https://create.roblox.com/docs/projects/server-authority
  • https://create.roblox.com/docs/projects/server-authority/techniques
  • https://create.roblox.com/docs/reference/engine/classes/Players
  • https://create.roblox.com/docs/scripting/capabilities
  • original
  • https://raw.githubusercontent.com/Roblox/creator-docs/main/content/en-us/reference/engine/classes/Player.yaml
  • https://raw.githubusercontent.com/Roblox/creator-docs/main/content/en-us/reference/engine/classes/SocialService.yaml

Roblox Security

When to Load

Load for authority, remote abuse, economy, saves, bans, or sandboxing audits. Remote validation/rate limits: roblox-networking.

Quick Reference

Core: Client is always compromised. The server remains the source of truth, but the implementation depends on the authority model.

Authority Models

  • Classic replication: validate client requests against server state. Never trust client damage, currency, inventory, permissions, or positions.
  • Server Authority: Workspace.AuthorityMode = Server: the server owns core simulation while clients predict and recover from misprediction. Use BindToSimulation() (needs UseFixedSimulation), not blanket Heartbeat correction. Cheap for stock characters, rewrite-scale for authored simulation (full.md).
  • Both: validate attacks, purchases, teleports, permissions, and custom remotes at the server boundary.

Audit Checklist

CRITICAL: Server-authoritative state · Documented authority model · Validate all arg types · Rate limit remotes · Session-lock DataStore · No client currency mutations · ProcessReceipt verification · No secrets in client code

HIGH: Validate custom movement and action transitions · BindToClose protection · Atomic trading · Never trust client values · Use InputActions for simulation input in Server Authority projects · Validate ProximityPrompt/ClickDetector/DragDetector like remotes

MEDIUM: Server cooldowns · server-computed leaderboards · anti-AFK reward checks · TextService filtering · Script sandboxing for third-party code

Enforcement

Enforcement is a product decision with appeal implications. Players:BanAsync/UnbanAsync are server-only and need Players.BanningEnabled; pcall them. Duration, reason limits and device blocks: full.md.

Anti-Patterns

Don't obfuscate client code, use _G for security, kick without logging, over-validate movement, or rely on client anti-cheat.

See references/full.md for detailed examples.

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