Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill roblox-networkinggit clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skillsWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/roblox-networking)<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/roblox-networking"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/roblox-networking/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/roblox-networking"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/roblox-networking.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00084 | $0.02000 |
| Opus 5 | $0.00042 | $0.01000 |
| Sonnet 5 | $0.00017 | $0.00400 |
| Haiku 4.5 | $0.00008 | $0.00200 |
Grade A, and why
roblox-networking scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 3d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 171 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Roblox networking
Build explicit request and replication contracts in which the server decides authoritative game
state and clients provide input or intent. Targets Roblox's rolling platform APIs. This skill goes
deeper than the networking primer in roblox-luau.
When to use
- Use to design, implement, debug, or secure cross-boundary Roblox communication.
- Use when a remote trusts client values, an exploiter can target arbitrary Instances, messages spam services, streamed objects are missing, or clients disagree with the server.
When not to use: basic Luau/services belong to roblox-luau; persistent state belongs to
roblox-datastores; physical ownership mechanics also compose with roblox-physics.
Workflow
- Inspect the existing protocol. Find every remote and both endpoints; document direction, sender, payload, frequency, authority, validation, and consumers. Reuse the canonical remote folder—do not create a duplicate because discovery was skipped.
- Classify each message. Client request, server fact, or ephemeral cosmetic sample. Choose reliable event, unreliable event, or request/response from semantics—not convenience.
- Minimize the payload. Send stable identifiers and intent. Do not send a price, damage, ownership result, arbitrary path, or computed outcome the server can derive.
- Validate in layers. Check type/shape/finiteness, allowlisted value, Instance class and ancestry, player permissions/state, distance/line of sight where relevant, server cooldown, and rate budget before doing expensive work.
- Apply on the server. The server resolves targets and mutates health, inventory, currency, cooldowns, and progression. Client-side checks improve UX but grant no trust.
- Replicate narrowly. Use
FireClientfor private or local facts; broadcast only shared facts. Avoid sending replicated properties again unless the client needs a distinct presentation event. - Handle time and lifecycle. Requests may arrive after death, respawn, streaming changes, or disconnect. Resolve the current character/state during handling and clean per-player limiter data.
- Verify with Server & Clients. Exercise normal, malformed, spam, out-of-range, stale character, rapid respawn, leaving, simultaneous players, targeted, and broadcast cases. Inspect server and each client Output separately.
What ships with it
2 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 3d ago First seen · 171 lines · 84 tokens per session scan A 4bf929dab25b
roblox-networking is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (952 stars, last pushed 2d ago), licensed Apache-2.0. It adds 84 tokens to every session and 2,000 once invoked, about $0.0004 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-09-09.
Other skills, from other repositories
assets-get-data
Get asset data from the asset file in the Unity project — every serializable field and property. Supports token-saving path-scoped reads via paths or viewQuery. Use 'assets-find' to find the asset first.
gameobject-set-parent
Reparent a batch of GameObjects under a new parent in the currently opened Prefab or active Scene. Per-item failures are reported in the returned status string instead of aborting the batch. Use 'gameobject-find' to locate the GameObjects first.
unity-version-split
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).
profiler-save-data
Save a snapshot of profiler-derived stats (status + memory + rendering + script + frame capture) to a JSON file. Built-in Unity APIs only.
assets-shader-list-all
List all shaders available in the project assets and packages, sorted by name. Use this to discover a valid shaderName for 'assets-material-create'.
profiler-stop
Disable Unity's runtime profiler. Idempotent — calling when already disabled returns the current disabled state.