Beginner scripters put everything in a single LocalScript. A superior FE strategy separates concerns:
To prevent common exploits:
Example rate limiter:
local rateLimit = {}
remote.OnServerEvent:Connect(function(player)
local now = os.time()
if rateLimit[player] and now - rateLimit[player] < 0.5 then
player:Kick("Too many requests")
return
end
rateLimit[player] = now
-- handle request
end)
You will encounter issues. Here is the debug loop for FE GUIs: roblox fe gui script better
Symptom: Button does nothing.
Check: Is the RemoteEvent actually in ReplicatedStorage? Did you spell the event name correctly in both scripts? Beginner scripters put everything in a single LocalScript
Symptom: The item spawns twice.
Check: Did you accidentally put the Server Script inside a Tool or a GUI? Move it to ServerScriptService. Example rate limiter:
local rateLimit = {}
remote
Symptom: "Infinite yield" error on the Remote.
Check: The server script might be crashing before it reaches the FireClient line. Wrap your server logic in pcall() (Protected Call) to catch errors.
Beginner scripters put everything in a single LocalScript. A superior FE strategy separates concerns:
To prevent common exploits:
Example rate limiter:
local rateLimit = {}
remote.OnServerEvent:Connect(function(player)
local now = os.time()
if rateLimit[player] and now - rateLimit[player] < 0.5 then
player:Kick("Too many requests")
return
end
rateLimit[player] = now
-- handle request
end)
You will encounter issues. Here is the debug loop for FE GUIs:
Symptom: Button does nothing.
Check: Is the RemoteEvent actually in ReplicatedStorage? Did you spell the event name correctly in both scripts?
Symptom: The item spawns twice.
Check: Did you accidentally put the Server Script inside a Tool or a GUI? Move it to ServerScriptService.
Symptom: "Infinite yield" error on the Remote.
Check: The server script might be crashing before it reaches the FireClient line. Wrap your server logic in pcall() (Protected Call) to catch errors.