roblox-security
Checks Roblox game code for security holes that hackers could exploit.
Installation
Paste this into Claude Code, Cursor, or any agent that can run commands.
SKILL.mdShow the author's original SKILL.md
--- 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.
Ships with 1 supporting file:
- references/full.md
Mirrored from the author's public source. Install counts from the open skills registry.