If you're looking for a solid roblox friend check script to see who's hanging out in your game, you've come to the right place. Roblox is, at its heart, a social platform. Sure, the games are fun, but people stay because of their friends. If you can make your game feel more connected by letting players know when their buddies are around, you're already ahead of the curve.
Think about it. How many times have you joined a massive experience and felt a little lost? Now imagine a little notification pops up saying, "Hey, your best friend just joined the server!" Suddenly, the game feels a lot more welcoming. That's exactly what we're going to look at today—how to get that logic running without pulling your hair out.
Why use a friend check anyway?
You might think that Roblox handles all the social stuff automatically, and in a way, it does. You can see who's online on the website. But inside the actual game engine, you have to tell the game what to do with that information. Using a roblox friend check script allows you to create specific gameplay mechanics or UI elements that cater to friend groups.
For example, maybe you want to give a small XP boost to people playing in the same server as their friends. Or perhaps you want to build a "Friend Finder" UI that highlights where your pals are on a massive map. It's these little details that turn a generic game into something people want to return to with their squad.
Getting started with the basic logic
The backbone of any roblox friend check script is a built-in function called IsFriendsWith. It's a pretty straightforward tool provided by the Player object. Basically, you ask the game, "Is Player A friends with Player B?" and it shouts back "True" or "False."
Here is the thing: you can't just run this check whenever you feel like it without a bit of structure. You usually want to trigger it when someone new joins the server. Let's look at a simple way to set this up in a ServerScript inside ServerScriptService.
```lua local Players = game:GetService("Players")
Players.PlayerAdded:Connect(function(newPlayer) -- We want to check this new player against everyone already in the game local currentPlayers = Players:GetPlayers()
for _, existingPlayer in ipairs(currentPlayers) do -- Make sure we aren't checking the player against themselves if newPlayer ~= existingPlayer then if newPlayer:IsFriendsWith(existingPlayer.UserId) then print(newPlayer.Name .. " and " .. existingPlayer.Name .. " are friends!") -- Here is where you would trigger a notification or a special effect end end end end) ```
This is a very basic starting point. It listens for a new player, loops through everyone else already there, and checks for a friendship connection. If it finds one, it prints a message to the output. It's simple, it's clean, and it gets the job done.
Making it useful with notifications
Just printing names in the output console doesn't really help the players. You want them to actually see this information. To do that, you'll need to bridge the gap between the server (which knows everyone's friend status) and the client (the player's screen).
This is where RemoteEvents come into play. You can set up a system where the server detects the friends and then fires a signal to the specific players involved.
Imagine a "Friend Alert" UI. When the server finds a match, it sends a message to both players' screens. It makes the game feel alive. Instead of just "Player123 joined," you get "Your friend Player123 is here!" It sounds small, but it really changes the vibe of the lobby.
Creating a Friend-Only VIP area
Another cool way to use a roblox friend check script is for gameplay mechanics. Let's say you have a small clubhouse in your game. You could make it so that if the owner of a private server is there, their friends can enter a special room, but strangers can't.
You'd use the same IsFriendsWith logic, but instead of just sending a message, you'd change the CanCollide property of a door or set the transparency of a wall. It's a much more organic way to handle "VIP" access than just making people pay Robux for a pass. It rewards the social aspect of the game.
Handling the performance side of things
One thing you've got to be careful about is how often you run these checks. If you have a server with 50 or 100 people, running a roblox friend check script for every single combination of players every few seconds will probably cause some lag. Roblox handles the IsFriendsWith call fairly well, but you still don't want to overdo it.
The best practice is to only check on specific events: 1. When a player joins (PlayerAdded). 2. When a player explicitly opens a "Friend List" menu. 3. Maybe once every minute if you really need to keep things updated (though friendship status usually doesn't change mid-session).
Avoid putting a friend check inside a RenderStepped or a tight while true do loop. Your server's CPU will thank you, and your players won't have to deal with weird hitching while they're trying to play.
UI design for friend lists
If you're going to build a custom menu to show friends in the server, keep it clean. You can use a ScrollingFrame to list out the names. A nice touch is to use GetUserThumbnailAsync to grab their headshot.
Seeing a friend's actual avatar next to their name makes the roblox friend check script feel much more professional. It's those little UI/UX touches that separate the "starter" games from the ones that actually get popular. You can even add a "Teleport to Friend" button next to their name if your game map is huge. Just make sure you check if the friend is still in the game before trying to move the player!
Dealing with privacy settings
It is worth noting that some users have very strict privacy settings on Roblox. Generally, IsFriendsWith still works because it's a server-side API call checking a public relationship, but always write your code defensively.
What does "defensively" mean? It means you shouldn't assume the script will always return a perfect answer instantly. Sometimes APIs fail or have a slight delay. Using pcall (protected call) is a good habit when dealing with any Roblox service that communicates with the web or external databases. It prevents your whole script from breaking just because one check didn't go through.
```lua local success, isFriend = pcall(function() return playerA:IsFriendsWith(playerB.UserId) end)
if success and isFriend then -- Do your thing else -- Handle the error or move on end ```
Wrapping things up
Setting up a roblox friend check script isn't just about the code; it's about making your game a better place to hang out. Whether you're just making a simple notification or a complex team-sorting system based on friend groups, the logic stays mostly the same.
Start small. Get the IsFriendsWith check working in your output window first. Once you're comfortable with that, start playing around with RemoteEvents and UI. Before you know it, you'll have a game that feels way more connected and social than a standard "join and play" experience.
Don't be afraid to experiment. Maybe try making a system where friends get matching overhead tags or special chat colors. The possibilities are pretty much endless once you know how to identify who's who in the server. Happy coding, and have fun building those social features!