Be careful when setting multiple augments in RemoteEvent of Roblox.
Firing Side
demoRemoteEvent:FireClient(player, value1, value2, ...)
Event Side
demoRemoteEvent.OnClientEvent:Connect(function(value1, value2, ...)
print("value1: "..value1)
print("value2: "..value2)
end)
It's important that you shouldn't contain player in the Event function side.
Top comments (25)
Good point about not including the player on the client side of the RemoteEvent! When firing from the server, Roblox automatically includes the player as the first argument with
FireClient, so you don’t need to pass it on the receiving end.Example:
Server Side
Client Side
This keeps the data clean on the client side and prevents errors. I've also applied it on my site Fluxus Executor. Thanks for sharing this tip!
To send multiple arguments in a RemoteEvent, you simply pass them in order when calling FireServer() or FireClient(), and receive them in the same sequence on the other side. For example, RemoteEvent:FireServer(value1, value2, value3) will be handled as separate parameters in the connected function. Just make sure the order stays consistent and data types match to avoid errors. Some updated scripting examples shared around Delta Latest Version also highlight cleaner handling of multiple parameters for better stability.
Hey there! 👋 When setting multiple arguments in RemoteEvent for Roblox, be cautious. On the firing side, use :FireClient(player, value1, value2, ...), and on the event side, connect with OnClientEvent:Connect(function(value1, value2, ...) without including the player. Happy coding! 🚀 #RobloxDev 🎮
Hey
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