Roblox game architecture The model in one paragraph Every Roblox game is a server (authoritative, runs s, sees everything, owns DataStores) plus one client per player (runs s / client s, renders, reads input). The server's DataModel replicates to clients automatically. Client changes do not replicate back, except: physics of parts the client has network ownership of (its character by default), its own state/animations, and remote calls. Assume every client is compromised (see ). Design every feature as: client requests → server validates and decides → state replicates → clients render . Where…