This quickstart takes you from a fresh installation to a fully working network setup in minutes. You will define a namespace that contains both a packet (one-way event) and a query (request/response), then wire up server-side listeners and client-side senders. By the end you will have a clear mental model of how ByteNet Max fits together.Documentation Index
Fetch the complete documentation index at: https://mintlify.com/Elitriare/ByteNet-Max/llms.txt
Use this file to discover all available pages before exploring further.
Install ByteNet Max
If you have not already added ByteNet Max to your project, follow the Installation guide. Make sure the module is accessible from both the server and the client (for example, inside
ReplicatedStorage).Create a namespace ModuleScript
In
ReplicatedStorage, create a ModuleScript named GameNetwork (or any name you prefer). This module defines a namespace that groups a packet and a query together.Both
packets and queries can live in the same namespace. If you only need one of them, you can omit the other table entirely.Set up the server script
Create a
Script in ServerScriptService. Require GameNetwork to initialize the server side, then attach listeners to the packet and the query.What’s next? Now that you have a working example, explore the concepts behind each building block.
Namespaces
Understand how defineNamespace organizes your networking layer.
Packets
Learn reliability modes, send targets, and listener lifecycle.
Queries
Deep dive into the request/response cycle and disconnect patterns.
Data types
Explore all built-in types including struct, array, map, and auto.