Hi there! I have a question regarding remote events/functions. If I send data to the client through a remote event would I need to validate the parameters or is data passed into a remote event/function guaranteed to transfer correctly all the time? Also, can remote events/functions ever fail to fire/invoke.
I’ve never had an issue with remote events failing to pass data. Remote events/functions could throttle if you are firing too many per second (which is a massive amount). Otherwise I heard people say there is a 50kb/s limit which you will probably not reach.
You can read the remote limitations for sending data on the wiki.
Aside from that, as @iiNemo said your data can be throttled if you surpass the 60 remotes/second or 50kb/second limits, which realistically shouldn’t happen. Another case remotes can fail are if you surpass the 250k string character limit (again, shouldn’t be a problem).
These limitations are very very easy to avoid, and running into them usually means bad game design. As long as you don’t send an exorbitant amount of data, you shouldn’t run into any problems with remotes and therefore don’t need to design around a case of failure.
RemoteEvents normally don’t fail to send or corrupt data. It may be inside the script. If it’s from Client to Server, LocalScripts are a bit tricky and sometimes there are bugs.
in theory it could fail but thats unlikely. But, you do need to check your arguments specifically on the server because a hacker can fire your remotes with whatever they want to fire it with.