Client-server runtime

Server

Roblox games are multiplayer by default and run in a client-server model. The Roblox server is the ultimate authority for maintaining the game's state, and is responsible for keeping all connected clients in sync with the server.

A server grouping with connections to three client devices.
Server with connections to three client devices

Client

When a game runs, Roblox copies a version of the "edit" data model that you built and published from Studio and runs it on Roblox servers as the "runtime" data model.

Connected clients also receive a copy of the runtime data model and any initialization of the player occurs, such as initializing a player's backpack (inventory) or local user interface. When a game has Workspace.StreamingEnabled set to true, the server initially only sends a subset of content under Workspace that is closest to the client. The client then renders the 3D world and begins running any applicable scripts.

A diagram that maps objects between 'edit' and 'runtime' data models.

Replication

The server constantly updates connected clients, keeping everything in sync across the server and clients through a process called replication, which synchronizes the data model, physics simulation, and chat messages. Replication logic exists on both the client and server to ensure synchronization.

Data model changes can occur in a variety of cases, such as when something in the 3D world is created or a property of the 3D world changes. This typically occurs when a script on the server or client makes a change that needs to be reflected on the other side of the client-server boundary. The following diagrams show common scenarios for data replication.

Client → Server


A diagram of one client communicating with the server.
Communication from any client to the server. For example, a client presses the P key to drink an invisibility potion, and tells the server to make that player's character invisible to all other players.
Server → Client


A diagram of the server communicating with one client.
Communication from the server to one specific client. For example, a player joins the game and the server populates that player's inventory with a set of items.
Server → All Clients


A diagram of the server communicating with all connected clients.
Communication between the server and all connected clients. For example, displaying a countdown timer to all participants in a race.
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