Filtering Enabled (FE) is the foundation of modern Roblox security. It dictates that changes made on the client do not automatically replicate to the server. For developers building Graphical User Interfaces (GUIs), this architecture introduces a unique challenge: how do you create responsive, dynamic menus that safely communicate with the server without creating security vulnerabilities or lagging the game?
The server should only receive a signal that a button was pressed, then calculate rewards internally.
If your GUI moves parts (like a building system), use .
-- LocalScript (inside ScreenGui)
Here's a basic example of a FE GUI script:
When you write a custom FE GUI script, you gain the upper hand:
Always validate player actions on the server. A client might say "I'm clicking the buy button," but the server must verify they have enough currency and the item hasn't been purchased already.
-- Services local Players = game:GetService("Players")
-- Create a button local button = Instance.new("TextButton") button.Parent = gui button.Text = "Click me!" button.Position = UDim2.new(0, 100, 0, 100) button.Size = UDim2.new(0, 200, 0, 50)
To minimize startup lag and keep things organized, do not rely on StarterGui to hold all your GUI elements. Instead, place a single LocalScript inside StarterPlayer > StarterPlayerScripts . This script can then load, generate, or clone your GUI from a ModuleScript in ReplicatedStorage when needed. This "load on demand" approach prevents all the UI from loading at once and ties up memory unnecessarily.
Are you looking at this from a perspective or a Luau scripting perspective?
-- Instead of manually calculating positions: -- Create a UIListLayout in your ScrollingFrame local layout = Instance.new("UIListLayout") layout.Parent = scrollingFrame layout.Padding = UDim.new(0, 5) -- Then just add child frames with proper sizes
Filtering Enabled (FE) is the foundation of modern Roblox security. It dictates that changes made on the client do not automatically replicate to the server. For developers building Graphical User Interfaces (GUIs), this architecture introduces a unique challenge: how do you create responsive, dynamic menus that safely communicate with the server without creating security vulnerabilities or lagging the game?
The server should only receive a signal that a button was pressed, then calculate rewards internally.
If your GUI moves parts (like a building system), use .
-- LocalScript (inside ScreenGui)
Here's a basic example of a FE GUI script:
When you write a custom FE GUI script, you gain the upper hand:
Always validate player actions on the server. A client might say "I'm clicking the buy button," but the server must verify they have enough currency and the item hasn't been purchased already. roblox fe gui script better
-- Services local Players = game:GetService("Players")
-- Create a button local button = Instance.new("TextButton") button.Parent = gui button.Text = "Click me!" button.Position = UDim2.new(0, 100, 0, 100) button.Size = UDim2.new(0, 200, 0, 50)
To minimize startup lag and keep things organized, do not rely on StarterGui to hold all your GUI elements. Instead, place a single LocalScript inside StarterPlayer > StarterPlayerScripts . This script can then load, generate, or clone your GUI from a ModuleScript in ReplicatedStorage when needed. This "load on demand" approach prevents all the UI from loading at once and ties up memory unnecessarily. Filtering Enabled (FE) is the foundation of modern
Are you looking at this from a perspective or a Luau scripting perspective?
-- Instead of manually calculating positions: -- Create a UIListLayout in your ScrollingFrame local layout = Instance.new("UIListLayout") layout.Parent = scrollingFrame layout.Padding = UDim.new(0, 5) -- Then just add child frames with proper sizes