EasyNet v1.0
Installation
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) usesender.Invoked = function
Note that references such asOnClientEvent
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.