We use cookies on this site to enhance your user experience
Collapse Sidebar




This callback can be set multiple times, but cannot be called directly. It is called when the BindableFunction/Invoke method is called, using the same arguments as parameters.

There are limitations on the valid parameters this callback can return (see the code samples to learn more).


Name Type Default Description

These are the parameters sent when the BindableFunction is Invoked.

Expected Return Type

Return Type Summary

Code Samples

Temporary DataStore

This code sample demonstrates one possible usage of BindableFunction|BindableFunctions, temporary datastores, in combination with ClickDetector|ClickDetectors. It also demonstrates why BindableFunctions are important, since they allow multiple server Script|Scripts to communicate with each other.

Note that this can also be achieved through the use of a ModuleScript.

This example creates a datastore using a table in a Script. Since it does not utilize Roblox’s GlobalDataStore|DataStores, it is temporary and player data is erased when the player leaves or the server shuts down. For persistent DataStores, take a look at this article.

The code below contains two parts:

###TempDataStore Script
The script containing the BindableFunction/OnInvoke callback. Since this is a callback, the Invoke() function will wait for and receive the results of the invoked function. This is the TempDataStore script in the code below.

This script maintains a table called PlayerData that tracks players’ data while they are in the game. When a player enters the game, they are added to the table with a balance of 0 using their Player/UserId|UserId as the table key. When a player exits the game, their key is removed from the table. The script creates two BindableFunctions to interact with the ActivateButton script named GetData and SetData.

When GetData’s OnInvoke event fires, the script returns the player’s balance in PlayerData.

When SetData’s OnInvoke event fires, the script set’s the player’s balance in PlayerData to the value passed as an argument and returns the updated value.

###ActivateButton Script
The script containing the BindableFunction/Invoke function. This is the ActivateButton script in the code below.

It creates a ClickDetector that allows the player to retrieve and increment their balance in the temporary datastore in TempDataStore. When the player left mouse clicks on the parent part the SetData BindableFunction is Invoked, which increases the player’s balance by 1. When the player right mouse clicks on the part the GetData BindableFunction is invoked, which retrieves and prints the player’s balance.

-- TempDataStore (Script 1)
local GetData = Instance.new("BindableFunction", game.ServerStorage)
GetData.Name = "GetData"

local SetData = Instance.new("BindableFunction", game.ServerStorage)
SetData.Name = "SetData"

local PlayerData = {}

local function getData(player)
	return PlayerData[player.UserId]

local function setData(player, value)
	PlayerData[player.UserId] = value
	return PlayerData[player.UserId]

local function addPlayerData(player)
	table.insert(PlayerData, player.UserId, 0)

local function removePlayerData(player)
	table.remove(PlayerData, player.UserId)

GetData.OnInvoke = getData
SetData.OnInvoke = setData


-- ActivateButton (Script 2)
local GetData = game.ServerStorage:WaitForChild("GetData")
local SetData = game.ServerStorage:WaitForChild("SetData")

local ClickDetector = Instance.new("ClickDetector", script.Parent)

local function getData(player)
	print(player.Name.."'s Current Balance: "..GetData:Invoke(player))

local function setData(player)
	local value = 100
	print("Set "..player.Name.."'s Balance to: "..SetData:Invoke())

local function incrementData(player)
	local balance = GetData:Invoke(player)
	print("Set "..player.Name.."'s Balance to: "..SetData:Invoke(player, balance+1))


BindableFunction Valid Values

This code sample shows the kinds of values that can be sent to and from BindableFunctions via Invoke/OnInvoke. Test this code by placing a Script within a BindableFunction inside the Workspace or ServerScriptService. It will raise errors on the values that cannot be sent.

local bf = script.Parent

-- Dummy function
bf.OnInvoke = function (...) return ... end

-- These values CAN be sent to/from BindableFunctions
bf:Invoke()           -- nil
bf:Invoke(25)         -- numbers
bf:Invoke("hello")    -- strings
bf:Invoke(true)       -- booleans
bf:Invoke("buy", 25)  -- multiple values are OK
bf:Invoke{1, 2, 3}    -- tables as arrays with no gaps
                      -- note the curly braces
bf:Invoke{            -- tables with string keys only
	hello = "world";
	goodbye = "world";
bf:Invoke{            -- tables with string keys
	point = {1, 2};   -- whose values are also valid
	point2 = {3, 4};
bf:Invoke{            -- tables as arrays
	{1, 2, 3};        -- whose values also are valid
	{hello = "world";};

-- These are some values you CANNOT send to/from BindableFunctions
bf:Invoke{1, nil, 3}  -- tables as arrays cannot have nil gaps
	[{}] = "hello";   -- table keys can only be numbers OR strings
bf:Invoke{            -- tables keys cannot be BOTH numbers AND strings  
	[1] = "apple";
	hello = "world";

BindableFunction Addition

This code sample sets the OnInvoke callback of the parent BindableFunction to a function that returns the sum of two numbers. Test this code sample by pasting this code inside a Script within a BindableFunction. You’ll then be able to use Invoke on the BindableFunction from other scripts.

local bf = script.Parent

-- Define a function for use with the BindableFunction
local function AddTwoNumbers(a, b)
	return a + b

-- Set the OnInvoke callback to be our function
bf.OnInvoke = AddTwoNumbers

-- Invoke the BindableFunction
print(bf:Invoke(25, 44))