UnreliableRemoteEvent documentation doesn’t mention any limit to packets per second

The documentation for UnreliableRemoteEvent doesn’t describe how many times you should fire to the server per second.

I have a game which had the client send a vector2 to the server every frame to update an important visual. The issue was that some players had more than 60 FPS which would cause some players to send way more packets than other players.

I had assumed that some packets would be dropped if too many are fired from client but it seems not.

Players with higher FPS had high ping because of this packet issue and warnings were appearing on server side which is the only reason I found out. The solution was to limit the amount of packets to 60 per second to match the servers FPS. It would be nice if Roblox automatically dropped events that were sent more than 60 times per second though.

The document should say the max amount of times per second that clients can fire to the server is 60.

Page URL: https://create.roblox.com/docs/reference/engine/classes/UnreliableRemoteEvent

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That’s because there isn’t. At some point if you keep up high rate for too long there will be a warning along the lines of “Player123 appears to be spamming an UnreliableRemoteEvent”

By itself you can fire it once in a while when needed like you can fire it every frame, it’s up to you.. and up to you to handle it properly for your needs

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Oh I am talking about the max limit without a warning.

Unreliable events were made for this type of stuff, like updating the position of the mouses position to the server every frame, so I find it confusing how there is a warning when I am using it right.

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Ohhhh I see yeah 100%, that was a bit unexpected and confusing the first time I saw it too

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Hey Winter, just to confirm what was the warning message you saw on the server?

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“Player “Username” appears to be spamming unreliable events.”

Server side log

My concern is that these are being sent to the server. Why doesn’t the client limit its unreliable event usage if it has already sent to much to the server? Or provide how many times a player can “Spam” the server per second without warning with a unreliable event.

Any follow up on this or change to the engine? I re-read the documentation to see if anything was specified but it seems not much has changed. I do see the limit is 500 requests per second however it seems anything above 60 requests per second by the client is considered “spamming”. So technically the server has a limit of 500 requests per second while the client only has a limit of 60, but that isn’t really made clear.