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# This file is automatically generated. Please don't edit it manually.
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# To submit a bug report on the content, see
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# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
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name: UnreliableRemoteEvent
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type: class
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memory_category: Instances
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summary: |
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An object which facilitates asynchronous, unordered and unreliable, one-way
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communication across the client-server boundary. Scripts firing a
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`Class.UnreliableRemoteEvent` do not yield.
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description: |
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The **UnreliableRemoteEvent** object is a variant of the `Class.RemoteEvent`
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object. It facilitates asynchronous, unordered and unreliable, one-way
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communication across the [client-server](../../../projects/client-server.md)
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boundary without yielding for a response. This communication can be directed
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from one client to the server, from the server to a specific client, or from
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the server to all clients.
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In order for both the server and clients to access a
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`Class.UnreliableRemoteEvent` instance, it must be in a place where both sides
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can see it, such as `Class.ReplicatedStorage`, although in some cases it's
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appropriate to store it in `Class.Workspace` or inside a `Class.Tool`.
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`Class.UnreliableRemoteEvent` is best used for ephemeral events, including
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effects that are only relevant for a short time, or for replicating
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continuously changing data. These events are not resent if they are lost and
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they do not wait for previously fired events to arrive before being processed,
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potentially resulting in reduced latency and network traffic. When you need
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ordering and reliability, use a `Class.RemoteEvent` instead.
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If no connected listener exists to handle an event, you might see a
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`Remote event invocation discarded` error in the log to indicate that the
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event was discarded and that you need to implement either `OnClientEvent` or
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`OnServerEvent`.
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#### Throttling
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Remote events are subject to rate limits when sent from the client to the
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server with the `Class.RemoteEvent:FireServer()|FireServer()` method.
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`Class.RemoteEvent|RemoteEvents` and
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`Class.UnreliableRemoteEvent|UnreliableRemoteEvents` both have a limit of
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approximately 500 requests per second, per client. This limit is **shared
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among all remote events of the same type**. To avoid throttling and latency
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issues, limit recurring remote events whenever possible.
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#### Parameter limitations
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Any type of Roblox object (`Datatype.Enum`, `Class.Instance`, etc.) can be
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passed as a parameter when an `Class.UnreliableRemoteEvent` is fired, as well
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as Luau types such as numbers, strings, and booleans, although you should
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carefully explore the
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[limitations](../../../scripting/events/remote.md#argument-limitations).
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Events with payloads larger than 1000 bytes are dropped. When this happens in
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Studio, a log message in the [Output](../../../studio/output.md) window
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indicates the number of bytes the event went over.
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Like all events, the `Class.UnreliableRemoteEvent` methods encode and compress
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certain object types, such as buffers, which shrinks the payload size and can
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make it difficult to verify whether you are under the limit prior to firing
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the event. If you frequently reach this limit, consider whether a standard
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`Class.RemoteEvent` is the better fit for your use case.
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code_samples: []
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inherits:
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- BaseRemoteEvent
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descendants: []
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tags: []
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deprecation_message: ''
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properties: []
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methods:
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- name: UnreliableRemoteEvent:FireAllClients
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summary: |
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Fires the `Class.UnreliableRemoteEvent.OnClientEvent|OnClientEvent` event
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for all connected clients. Has a 1000 byte limit to the payload of the
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event. Events with larger payloads are dropped.
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description: |
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Fires the `Class.UnreliableRemoteEvent.OnClientEvent|OnClientEvent` event
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for all connected clients. Unlike
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`Class.UnreliableRemoteEvent:FireClient()|FireClient()`, this event does
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not take a target `Class.Player` as the first argument, since it fires to
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multiple clients. Since this method is used to communicate from the server
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to clients, it only works when used in a `Class.Script`.
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code_samples: []
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parameters:
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- name: arguments
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type: Tuple
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default:
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summary: |
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Values to pass to all
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`Class.UnreliableRemoteEvent.OnClientEvent|OnClientEvent` events
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connected to the same `Class.UnreliableRemoteEvent`.
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returns:
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- type: ()
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summary: ''
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tags: []
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deprecation_message: ''
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security: None
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thread_safety: Unsafe
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capabilities:
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- RemoteEvent
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- name: UnreliableRemoteEvent:FireClient
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summary: |
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Fires the `Class.UnreliableRemoteEvent.OnClientEvent|OnClientEvent` event
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for a specific client. Has a 1000 byte limit to the payload of the event.
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Events with larger payloads are dropped.
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description: |
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Fires the `Class.UnreliableRemoteEvent.OnClientEvent|OnClientEvent` event
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for the specific client in the required `Class.Player` argument. Since
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this method is used to communicate from the server to a client, it only
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works when used in a `Class.Script`.
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code_samples: []
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parameters:
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- name: player
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type: Player
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default:
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summary: |
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The client of the `Class.Player` to fire the event to.
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- name: arguments
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type: Tuple
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default:
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summary: |
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Values to pass to
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`Class.UnreliableRemoteEvent.OnClientEvent|OnClientEvent` events
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connected to the same `Class.UnreliableRemoteEvent`.
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returns:
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- type: ()
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summary: ''
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tags: []
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deprecation_message: ''
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security: None
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thread_safety: Unsafe
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capabilities:
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- RemoteEvent
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- name: UnreliableRemoteEvent:FireServer
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summary: |
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Fires the `Class.UnreliableRemoteEvent.OnServerEvent|OnServerEvent` event
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on the server from one connected client. Has a 1000 byte limit to the
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payload of the event. Events with larger payloads are dropped.
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description: |
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Fires the `Class.UnreliableRemoteEvent.OnServerEvent|OnServerEvent` event
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on the server from one connected client. Connected events receive the
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`Class.Player` argument of the firing client. Since this method is used to
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communicate from a client to the server, it only works when used in a
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client script.
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code_samples: []
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parameters:
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- name: arguments
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type: Tuple
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default:
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summary: |
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Values to pass to
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`Class.UnreliableRemoteEvent.OnServerEvent|OnServerEvent` events
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connected to the same `Class.UnreliableRemoteEvent`.
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returns:
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- type: ()
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summary: ''
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tags: []
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deprecation_message: ''
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security: None
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thread_safety: Unsafe
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capabilities:
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- RemoteEvent
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events:
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- name: UnreliableRemoteEvent.OnClientEvent
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summary: |
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Fires from a `Class.LocalScript` when either
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`Class.UnreliableRemoteEvent:FireClient()|FireClient()` or
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`Class.UnreliableRemoteEvent:FireAllClients()|FireAllClients()` is called
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on the same `Class.UnreliableRemoteEvent` instance from a `Class.Script`,
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although this firing is not guaranteed even if one of the above methods
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are called. This can occur due to packet loss or to maintain optimal
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engine performance.
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description: |
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Fires from a `Class.LocalScript` when either
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`Class.UnreliableRemoteEvent:FireClient()|FireClient()` or
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`Class.UnreliableRemoteEvent:FireAllClients()|FireAllClients()` is called
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on the same `Class.UnreliableRemoteEvent` instance from a `Class.Script`,
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although this firing is not guaranteed even if one of the above methods
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are called. This can occur due to packet loss or to maintain optimal
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engine performance.
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Also note that it is not guaranteed that the order of events will match
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the order of `Class.UnreliableRemoteEvent:FireClient()|FireClient()` or
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`Class.UnreliableRemoteEvent:FireAllClients()|FireAllClients()` calls.
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code_samples: []
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parameters:
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- name: arguments
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type: Tuple
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default:
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summary: |
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The parameters sent through
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`Class.UnreliableRemoteEvent:FireClient()|FireClient()` or
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`Class.UnreliableRemoteEvent:FireAllClients()|FireAllClients()`.
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tags: []
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deprecation_message: ''
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security: None
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capabilities:
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- RemoteEvent
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- name: UnreliableRemoteEvent.OnServerEvent
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summary: |
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Fires from a `Class.Script` when
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`Class.UnreliableRemoteEvent:FireServer()|FireServer()` is called on the
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same `Class.UnreliableRemoteEvent` instance from a `Class.LocalScript`,
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although this firing is not guaranteed even if the above methods is
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called. This can occur due to packet loss or to maintain optimal engine
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performance.
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description: |
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Fires from a `Class.Script` when
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`Class.UnreliableRemoteEvent:FireServer()|FireServer()` is called on the
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same `Class.UnreliableRemoteEvent` instance from a `Class.LocalScript`,
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although this firing is not guaranteed even if the above methods is
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called. This can occur due to packet loss or to maintain optimal engine
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performance.
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Also note that it is not guaranteed that the order of events will match
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the order of `Class.UnreliableRemoteEvent:FireServer()|FireServer()`
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calls.
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code_samples: []
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parameters:
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- name: player
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type: Player
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default:
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summary: |
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The `Class.Player` associated with the client that the
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`Class.UnreliableRemoteEvent:FireServer()|FireServer()` call
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originates from.
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- name: arguments
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type: Tuple
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default:
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summary: |
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The parameters sent through
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`Class.UnreliableRemoteEvent:FireServer()|FireServer()`.
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tags: []
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deprecation_message: ''
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security: None
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capabilities:
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- RemoteEvent
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callbacks: []
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