> For the complete documentation index, see [llms.txt](https://docs.overdare.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.overdare.com/manual/script-manual/events-and-communication/bindableevent.md).

# BindableEvent

## Overview <a href="#overview" id="overview"></a>

BindableEvent can be used to implement communication between servers or between clients within the same environment.

## BindableEvent Object <a href="#bindableevent-object" id="bindableevent-object"></a>

**BindableEvent** is an object provided to handle events within the same environment, supporting **one-way communication**.\
\
![](/files/c7VkvG5Fm6rrQb3rSgMK)

💡 Tip. To clearly distinguish whether the communication is between Server to Server or Client to Client when using **BindableEvent**, it is recommended to use **prefixes** such as **S2S\_** or **C2C\_** in the name. This makes the event’s role intuitive and improves code readability and maintainability.

![](/files/eNqLfOpNqFHYVqtP6aeY)

## Implementing Communication with BindableEvent <a href="#implementing-communication-with-bindableevent" id="implementing-communication-with-bindableevent"></a>

When firing an event with BindableEvent, you can send **arguments** along with it. These arguments are passed when calling the Fire method and can be received by the callback function on the receiving side.

### Server ➡ Server <a href="#server-server" id="server-server"></a>

**In Script1**

```lua
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local S2S_SomeEvent = ReplicatedStorage:WaitForChild("S2S_SomeEvent")

local function TestFire()
    local SomeText = "BindableEvents"
    S2S_SomeEvent:Fire(SomeText) -- Passing arguments
end
```

**In Script2**

```lua
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local S2S_SomeEvent = ReplicatedStorage:WaitForChild("S2S_SomeEvent")

local function OnSomeEvent(text)
    print("[SomeEvent]", "Parameter : ", text)
end
S2S_SomeEvent.Event:Connect(OnSomeEvent)
```

### Client ➡ Client <a href="#client-client" id="client-client"></a>

**In LocalScript1**

```lua
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local C2C_SomeEvent = ReplicatedStorage:WaitForChild("C2C_SomeEvent")

local function TestFire()
    local SomeText = "BindableEvents"
    C2C_SomeEvent:Fire(SomeText) -- Passing arguments
end
```

**In LocalScript2**

```lua
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local C2C_SomeEvent = ReplicatedStorage:WaitForChild("C2C_SomeEvent")

local function OnSomeEvent(text)
    print("[SomeEvent]", "Parameter : ", text)
end
C2C_SomeEvent.Event:Connect(OnSomeEvent)
```


---

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