Most effective way to store variables/values for a player

I want to be able to store variables within a player, not to be confused with DataStores.

I made a module script that stores the variables/values and placed it in “StarterPlayerScripts” but the problem with that is that the module script can only be accessed on local scripts. I could just change the scripts into local scripts but I was wondering if there is a better way to do this.

[16th Janurary 2026 Edit]
Learnt a lot the past 3 years and I believe the most effective way to save values for a player would be to just make a table and every time a player joins, make a new table for that player:

local PlayerService = game:GetService("Players")
local DataOfPlr = {} -- { [Player] = {stuff} }

PlayerService.PlayerAdded:Connect(function(Player)
	DataOfPlr[player] = {
		cool = true,
		smart = false
	}
end)

PlayerService.PlayerRemoving:Connect(function(Player)
	DataOfPlr[player] = nil -- removes player's data when they leave to prevent memory leaks
end)

You can furthermore move the DataOfPlr into a module so that it can be accessed from any (Server) script. I refuse to give myself the check so if anyone wants to copy paste what I said I’ll gladly give you the check. If I’m even still active..

you can call the module script on the local script and then fire a remote event? but if you don’t want to you should rewrite the module to work on the server.

I want each player to have there own separate variables/values, but also be accessible from server or client scripts. Though like I said before I don’t mind changing it to just client scripts.

Definitely don’t do that. Exploiters will be able to change it super easily. You could have a script in the Server with a table containing all the values, and the Client can invoke a RemoteFunction whenever they need the data.

There are three ways that you could do this.

  1. InstanceValues
  • Each player object has a folder that contains values. There are multiple types of InstanceValues, so it should cover up most value types that you will store.
  1. Attributes
  • You can add attributes to the Player object. It is the same as InstanceValues, but it is considered a “property” inside the Player object rather than a Folder inside the Player object.
  1. Variables
  • You can store player values in a script inside a table.
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The most effective way to do it is by setting a list of variables to each connected player. Furthermore, if you want to store their data permanently, you can listen the “PlayerService.PlayerRemoving:Connect” event, retrieve the list’s data and use the DataStore service.

As the OP stated:

local PlayerService = game:GetService("Players")
local DataOfPlr = {} -- { [Player] = {stuff} }

PlayerService.PlayerAdded:Connect(function(Player)
	DataOfPlr[player] = {
		cool = true,
		smart = false
	}
end)

PlayerService.PlayerRemoving:Connect(function(Player)
	DataOfPlr[player] = nil -- removes player's data when they leave to prevent memory leaks
end)

attributes + ecs like style

local health = {}::{[Player]:number}
local Armor = {}::{[Player]:number}


OR alternatively just using fixed size buffer accessed/position from dictionary