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# This file is automatically generated. Please don't edit it manually.
# To submit a bug report on the content, see
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
name: BindableEvent
type: class
memory_category: Instances
summary: |
An object which enables custom events through asynchronous one-way
communication between scripts on the same side of the client-server boundary.
Scripts firing a `Class.BindableEvent` do not yield.
description: |
The **BindableEvent** object enables custom events through asynchronous
one-way communication between scripts on the same side of the
[client-server](../../../projects/client-server.md) boundary. When you fire a
`Class.BindableEvent` through the `Class.BindableEvent:Fire()` method, the
firing script does **not** yield and the target function receives the passed
arguments with certain [limitations](#argument-limitations).
`Class.BindableEvent|BindableEvents` create threads of each connected
function, so even if one firing errors, others continue.
As an alternative for two-way communication between two scripts on the same
side of the client-server boundary, consider `Class.BindableFunction`.
As stated, `Class.BindableEvent|BindableEvents` do not allow for communication
between the server and clients. If you are looking for this functionality, use
a `Class.RemoteEvent` as outlined in
[Remote Events and Callbacks](../../../scripting/events/remote.md).
See [Bindable events and callbacks](../../../scripting/events/bindable.md) for
code samples and further details on `Class.BindableEvent`.
#### Parameter Limitations
Any type of Roblox object such as an `Datatype.Enum`, `Class.Instance`, or
others can be passed as a parameter when a `Class.BindableEvent` is fired, as
well as Luau types such as numbers, strings, and booleans, although you should
carefully explore the
[limitations](../../../scripting/events/bindable.md#argument-limitations).
code_samples: []
inherits:
- Instance
descendants: []
tags: []
deprecation_message: ''
properties: []
methods:
- name: BindableEvent:Fire
summary: |
Fires the `Class.BindableEvent` which in turn fires the
`Class.BindableEvent.Event|Event` event.
description: |
Fires the `Class.BindableEvent` which in turn fires the
`Class.BindableEvent.Event|Event` event. This method does not yield, even
if no script has connected to the event, and even if a connected function
yields.
Any type of Roblox object such as an `Datatype.Enum`, `Class.Instance`, or
others can be passed as a parameter to
`Class.BindableEvent:Fire()|Fire()`, as well as Luau types such as
numbers, strings, and booleans, although you should carefully explore the
[limitations](../../../scripting/events/bindable.md#argument-limitations).
See [Bindable events and callbacks](../../../scripting/events/bindable.md)
for code samples and further details on
`Class.BindableEvent:Fire()|Fire()`.
code_samples: []
parameters:
- name: arguments
type: Tuple
default:
summary: |
Values to pass to `Class.BindableEvent.Event|Event` events connected
to the same `Class.BindableEvent`.
returns:
- type: ()
summary: ''
tags: []
deprecation_message: ''
security: None
thread_safety: Safe
capabilities: []
events:
- name: BindableEvent.Event
summary: |
Fires when any script calls the `Class.BindableEvent:Fire()|Fire()` method
on the same `Class.BindableEvent` instance.
description: |
Fires when any script calls the `Class.BindableEvent:Fire()|Fire()` method
on the same `Class.BindableEvent` instance, using the same arguments as
parameters.
See [Bindable events and callbacks](../../../scripting/events/bindable.md)
for code samples and further details on `Class.BindableEvent.Event|Event`.
code_samples: []
parameters:
- name: arguments
type: Tuple
default:
summary: |
The parameters sent through `Class.BindableEvent:Fire()|Fire()`.
tags: []
deprecation_message: ''
security: None
capabilities: []
callbacks: []