Roblox studio local script vs server script: The basics

Choosing between a roblox studio local script vs server script is one of the first big hurdles you'll hit when building your game, and honestly, it can feel a bit like a guessing game at first. You write some code to make a door open, it works for you, but then your friend joins the game and the door is still closed on their screen. That's usually the exact moment you realize that where your code runs matters just as much as what the code actually says.

The whole thing boils down to the relationship between the "Client" and the "Server." If you can wrap your head around that, the rest of Roblox development starts to make a lot more sense. Let's break down how these two script types actually work and when you should be reaching for one over the other.

What is a Local Script anyway?

Think of a Local Script as something that lives and breathes only on the player's device. Whether they're playing on a high-end PC, a phone, or a tablet, that script is running locally for them and nobody else.

Because it's running right there on the player's machine, it's great for things that need to be snappy and responsive. If you want a button to change color when someone hovers their mouse over it, you use a Local Script. If you want the camera to shake when an explosion happens, that's a Local Script job too.

The catch—and it's a big one—is that things happening in a Local Script don't automatically "sync" to the rest of the players. If you use a Local Script to delete a wall in the game, that wall is gone for you, but every other player in the server will still see it and probably walk right through the space where you think the wall is missing. It's like wearing a pair of sunglasses; you see the world differently, but the world hasn't actually changed for anyone else.

The Server Script: The source of truth

On the flip side, we have the Server Script (often just called a "Script" in the explorer). This code runs on Roblox's actual servers, not on the player's computer. This is the "boss" of your game. It's the final authority on what is actually happening.

When a Server Script changes something—like the time of day, a player's score, or blowing up a building—everyone in the game sees that change. This is essential for keeping the game fair and consistent. If you're making a sword that deals damage, you definitely want that logic handled by a Server Script. Why? Because if the damage was handled by a Local Script, a exploiter could easily go into the code and change their damage from 10 to 9,999,999. Since the server is the one "counting" the health, it keeps things secure.

The big wall: FilteringEnabled

You might hear older developers talk about the "good old days" when everything synced automatically, but those days are long gone. Roblox uses something called FilteringEnabled, which is basically a giant security wall between the client and the server.

In the past, a player could run a script on their machine that told the server "Hey, delete the entire map," and the server would just do it. As you can imagine, that made hacking way too easy. Now, the server treats the client with a healthy dose of suspicion. If a Local Script tries to change something important, the server basically ignores it. This is why understanding the roblox studio local script vs server script divide is so crucial for modern game design. You have to know how to ask the server for permission to change things.

Where do you put them?

Another confusing part is that these scripts can't just go anywhere. They have specific "neighborhoods" where they like to live.

If you put a Local Script inside ServerScriptService, it won't do a single thing. It'll just sit there. Local Scripts generally belong in places like: * StarterPlayerScripts: For code that runs as soon as the player joins. * StarterCharacterScripts: For code related to the physical character model. * StarterGui: Anything involving menus, buttons, or HUDs. * Backpack: For tools and items the player carries.

Server Scripts, however, usually live in: * ServerScriptService: This is the most common spot for main game logic. * Workspace: If the script is physically attached to a part or a model.

Talking across the gap: RemoteEvents

So, if the Local Script can't change the world, and the Server Script can't see what the player is clicking on their screen, how do they talk to each other? This is where RemoteEvents come in.

Think of a RemoteEvent like a walkie-talkie. Let's say you have a "Shop" menu. The player clicks a button to buy a cool hat. 1. The Local Script detects the click (since the server can't see the player's mouse). 2. The Local Script sends a message through a RemoteEvent saying, "Hey Server, this player wants to buy the hat." 3. The Server Script receives that message. It checks if the player actually has enough money. 4. If they do, the Server Script subtracts the money and puts the hat on the player's character.

This workflow is the backbone of almost every complex Roblox game. You use the Local Script for the "interaction" and the Server Script for the "action."

Common scenarios and which to choose

If you're still feeling a bit shaky on which one to pick, here are a few common game features and how they break down in the roblox studio local script vs server script debate:

  • Player Input: (Pressing 'E' to open a door, clicking a mouse, moving the joystick). Local Script. The server has no idea what keys are being pressed on a user's keyboard.
  • Saving Data: (Leaderboards, levels, inventory). Server Script. You never want a player to be able to tell the server what their own level is. The server should check its own database.
  • Sounds and Visual Effects: This is a bit of a gray area. If you want everyone to hear an explosion, put it in a Server Script. But if you want a subtle "click" sound only for the person clicking a menu button, use a Local Script.
  • Physics and Parts: If you want a platform to move back and forth for everyone, use a Server Script. If you want a part to disappear only for one specific player (like a VIP door), use a Local Script.

Why not just make everything a Server Script?

You might be thinking, "If Server Scripts are more secure and everyone sees the changes, why not just use them for everything?"

The main reason is latency (or "lag"). Every time a signal has to go from your computer to the Roblox server and back, it takes time—even if it's just a fraction of a second. If you made your player's movement handled purely by a Server Script, the controls would feel heavy and unresponsive. By using Local Scripts for things like movement and UI, the game feels "instant" to the player, even if the server takes a moment to catch up.

Wrapping it up

Getting used to the roblox studio local script vs server script workflow takes some practice. You'll definitely make the mistake of writing a 50-line script in the wrong place and wondering why nothing is happening. Don't sweat it; we've all been there.

Just remember: Local is for the individual experience (what I see, what I click, what I hear), and Server is for the shared reality (who is winning, who is losing, and keeping the game's data safe). Once you get that "walkie-talkie" communication down with RemoteEvents, you're well on your way to making a professional-grade game. Keep experimenting, keep breaking things, and eventually, it'll all just click.