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Calls the method bound to the RemoteFunction by RemoteFunction/OnClientInvoke for the given Player. Use from a Script.

If the result is not needed then it is recommended to use a RemoteEvent/FireClient instead, as its call is asynchronous and doesn’t need to wait for a response to continue execution.

This is used to bind functions to invoke the client when the remote event is invoked by the server. This function is in place to provide a method for communicating between the client and server, which is well documented in this article.

To fire from the server to the client, you should use RemoteFunction/InvokeServer and RemoteFunction/OnServerInvoke.


In practice, the server does not often invoke the client. Clients typically do not have information the server doesn’t have and the actions that only a client can take (displaying a GUI for instance), often do not require a callback. That said, the server invoking clients is still an action that the Roblox engine will support and may be useful in niche situations.


If a client disconnects or leaves the game while it is being invoked from the server, the InvokeClient function will error. It is therefore recommended to wrap this function in a pcall so it does stop the execution of other code.


Name Type Default Description

The Player that the remote function is being fired to.

The arguments passed to the RemoteEvent/OnClientInvoke method.


Return Type Summary

Values returned by RemoteFunction/OnClientInvoke.

Code Samples

RemoteFunctions: Client to Server

When a client wants to use a remote function, it will invoke the server with the RemoteFunction/InvokeServer function within a LocalScript.

The server listens for this function to be invoked by binding a function to RemoteFunction/OnServerInvoke using the assignment operator =, and not with an event within a Script. When the server is invoked, it will execute the bound function.