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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 of 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-prone RemoteFunction 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

1

Install ByteNet Max

Add the package to your project using Wally or grab it from the Roblox Creator Store.
2

Define a namespace

Create a shared ModuleScript that defines your packets and queries using ByteNetMax.defineNamespace.
3

Require on both sides

Require the namespace ModuleScript on both the server and the client to initialize network dependencies.
4

Send and listen

Call .send() or .invoke() from the client, and .listen() on the server to handle incoming data.
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.

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