When handling player profiles in Roblox, it is usually best to load the profile once when the player joins and keep it server-side for the entire session! This way the server holds the authoritative copy and you avoid constant client requests…
You can implement a simple caching system with a counter so the client only receives updated values when something actually changes. This reduces bandwidth and keeps the game responsive, especially for games with many players. For persistence, you can save the profiles to DataStoreService or use a community tool like ProfileService (Save your player data with ProfileService! (DataStore Module)) which makes handling saves, loads and data versioning much easier!
I would Store profiles in server-side tables, track changes with a counter and send updates only when needed.
-- a simple table
local PlayerProfiles = {}
game.Players.PlayerAdded:Connect(function(player)
-- initialize profile
PlayerProfiles[player.UserId] = {Gold = 0, Level = 1}
end)
game.Players.PlayerRemoving:Connect(function(player)
-- clean up thing
PlayerProfiles[player.UserId] = nil
end)
This keeps server load low, prevents exploits and ensures the client sees accurate data!!
-- profileservice usage
local ProfileService = require(game.ServerScriptService.ProfileService)
local profileStore = ProfileService.GetProfileStore("PlayerProfiles", {
Gold = 0,
Level = 1
})
game.Players.PlayerAdded:Connect(function(player)
local profile = profileStore:LoadProfileAsync(player.UserId)
if profile then
profile:ListenToRelease(function()
player:Kick("Profile released")
end)
player:SetAttribute("Gold", profile.Data.Gold)
player:SetAttribute("Level", profile.Data.Level)
end
end)
game.Players.PlayerRemoving:Connect(function(player)
local profile = profileStore:GetProfile(player.UserId)
if profile then
profile:Release()
end
end)
And then use DataStoreService or ProfileService to save player progress. Increment version numbers when your data structure changes so updates remain compatible and only store or send the parts of the profile that actually changed.
-- simple datastore usage
local DataStoreService = game:GetService("DataStoreService")
local ProfileStore = DataStoreService:GetDataStore("PlayerProfiles")
game.Players.PlayerAdded:Connect(function(player)
local profile
local success, err = pcall(function()
profile = ProfileStore:GetAsync(player.UserId)
end)
if not success or not profile then
profile = {Gold = 0, Level = 1} -- default values
end
player:SetAttribute("Gold", profile.Gold)
player:SetAttribute("Level", profile.Level)
end)
game.Players.PlayerRemoving:Connect(function(player)
local profile = {Gold = player:GetAttribute("Gold"), Level = player:GetAttribute("Level")}
pcall(function()
For more info the official DataStore best practices and ProfileService tutorial are great resources to understand how these systems work!!
Hope this helped!