roblox-security
Use when auditing Roblox code for exploit vectors, authority models, remotes, economy, and DataStore flows.
Savant verdict: Analyzed
Scanned or evaluated by Savant; not yet both passing.
Live evaluation
Not evaluated yet. Workspaces can request a live evaluation.
Safety (NVIDIA SkillSpector)
Risk score
0/100
Recommendation
SAFE
Severity
LOW
Savant decision
Passed
SkillSpector rated the package safe. SkillSpector 2.12.0, static analysis.
0 patterns found
Structure
- No license declaredConfirm you may reuse this skill before importing it into your repository.
SKILL.md
--- name: roblox-security description: "Use when auditing Roblox code for exploit vectors, authority models, remotes, economy, and DataStore flows." last_reviewed: 2026-10-02 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 --- # 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, not an automatic response. The native ban API is server-only (`Players:BanAsync` / `UnbanAsync` / `GetBanHistoryAsync`; `Players.BanningEnabled` must be on). `Duration` `-1` is permanent, `0` and other negatives are invalid; `DisplayReason` max 400 chars (filtered); `PrivateReason` max 1000, never client-shared; `ApplyDeviceBlock` lasts 24 hours and only `UnbanAsync` lifts it. Escalate via ban history; `pcall` every call (throttled HTTP). Config field table is in 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.