EasyNet v1.0 | Networking Made Easy

EasyNet v1.0

EasyNet is an easy to use, game ready networking service which closely mimics Roblox's networking objects while allowing for easy implementation and performance improvement

GitHub | Documentation | Roblox

Installation

Install EasyNet by inserting the .rbxm file attached to the GitHub repro or get the model directly off of Creator Store from Roblox.

Information

EasyNet is a compact networking alternative with around 300 lines of code, making it easy to read, interpret, and use. Despite the simplicity of EasyNet, it can handle all networking objects in your game through 1 of each 5 supported networking objects: RemoteEvents, RemoteFunctions, BindableEvents, BindableFunctions, UnreliableRemoteEvents

Process:

Script ▼

Your script asks for a sender object and provides a channel name

Initialization ▼

EasyNet retrieves and returns your sender or creates one under the channel name.

Sender ▼

EasyNet is designed to closely mimic native Roblox networking objects—so methods such as :FireClient, :InvokeClient, etc are compatible and automatically determines your sender’s network Mode.

Receiving ▼

For Event–based objects (RemoteEvents, BindableEvents, UnreliableRemoteEvents) use the sender:Connect(function) method. For Function–based objects (RemoteFunctions, BindableFunctions) use sender.Invoked = function Note that references such as OnClientEvent are nonexistent since EasyNet automatically retrieves the event which applies to your network Mode.

Benefits

  • Familiar structure — EasyNet closely mimics Roblox’s native networking, making transition seamless.
  • Supports large games — Easily replaces 50+ networking objects without clutter or confusion.
  • Boosts performance & reduce clutter — Reduces the overhead of creating dozens of RemoteEvents/Functions.
  • Developer-friendly — Simple API with only ~300 lines of code; easy to read and use.
  • Game-ready — Works in both finished games and games in development, saving time during implementation.
  • Considers client loading— Unlike native roblox remotes, EasyNet delays all requests and waits for the client to connect before calling the receive method, meaning data and loading bugs are eliminated.

Notes

Currently, the only customization is REMOTE_THRESHOLD found in EasyNet's main module which should be set to a number equal to or slightly under the individual channels of your game. Setting this is crucial if you have not implemented checks for delays manually for remotes fired when players join.
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