ByteNet Max is an upgraded Roblox networking library built on top of ByteNet. It uses buffer serialization to minimize memory usage and maximize data transfer speed, and adds first-class support for queries — a typed, asynchronous equivalent ofDocumentation Index
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RemoteFunction that ByteNet does not provide. Whether you’re syncing player state, handling user input, or requesting server data, ByteNet Max gives you a simple, type-safe API to do it efficiently.
Installation
Add ByteNet Max to your Roblox project via Wally or the Creator Store
Quickstart
Send your first packet and query in under five minutes
Core Concepts
Understand namespaces, packets, and queries before building
API Reference
Full reference for every function, data type, and option
Why ByteNet Max?
ByteNet Max serializes all network data into binary buffers before sending it over the wire. This means less memory pressure, smaller payloads, and faster round-trips compared to libraries that send Lua tables directly. On top of ByteNet’s proven packet system, ByteNet Max adds queries — a request/response pattern with typed payloads that replaces the error-proneRemoteFunction API.
Packets
Typed one-way messages (RemoteEvent equivalent) with reliable and unreliable modes
Queries
Typed request/response calls (RemoteFunction equivalent) from client to server
Data Types
20+ built-in serializers covering numbers, strings, vectors, structs, and more
Performance guide
Tips for choosing the right data types and reliability modes
How it works
Install ByteNet Max
Add the package to your project using Wally or grab it from the Roblox Creator Store.
Define a namespace
Create a shared ModuleScript that defines your packets and queries using
ByteNetMax.defineNamespace.Require on both sides
Require the namespace ModuleScript on both the server and the client to initialize network dependencies.
You must require your namespace ModuleScript on both the server and the client. ByteNet Max uses this to synchronize packet and query IDs across the network boundary.