Fixing your roblox afk system script auto kick

If you're building a game, you probably know how annoying it is when a roblox afk system script auto kick doesn't work the way it's supposed to, or worse, when your server is full of people just standing there doing nothing. It's a common headache for developers. You want your game to feel alive, but when players go away from their keyboards for hours, they're just taking up space that active players could be using.

Honestly, managing server population is one of those behind-the-scenes tasks that sounds easy until you actually try to script it. Roblox does have a built-in system that kicks players after 20 minutes of inactivity, but for many creators, 20 minutes is way too long. If you're running a competitive match or a high-intensity roleplay server, you might want that window to be five or ten minutes instead.

Why the default Roblox timer usually isn't enough

The standard 20-minute disconnect is a safety net, not a management tool. It's there to save Roblox money on server costs, not necessarily to help your game's "flow." Think about it: if you have a 50-player server and 10 people are AFK for 19 minutes each, that's 20% of your player base essentially being ghosts.

New players might join, see a bunch of people standing still, and think the game is dead. That's why custom scripts are so popular. By setting up your own system, you get total control. You can decide the timeout period, who gets kicked, and whether they get a warning first. Plus, it just looks more professional when a game has its own custom UI telling a player why they were removed.

How the scripting logic actually works

When you're putting together a roblox afk system script auto kick setup, you're basically looking for two things: input and time. The game needs to constantly check if the player has moved their mouse, pressed a key, or moved their character.

Most scripts use a "LastActivity" variable. Every time the player does something, you update that variable to the current time. Then, you run a loop in the background that compares the current time to that "LastActivity" timestamp. If the difference is greater than your limit—let's say 300 seconds for a five-minute kick—then the script triggers the kick function.

It sounds simple, but you have to be careful with how you check for activity. If you check too often (like every single frame), you might end up causing lag. If you check too rarely, the timing will be off. A good middle ground is checking every second or two.

Adding a warning UI is a must

One mistake I see a lot of new developers make is kicking players instantly without saying a word. That is a great way to make people hate your game. Imagine you just stepped away to grab a glass of water, you come back 3 minutes later, and you've been booted back to the home screen. It's frustrating.

Instead, you should trigger a UI warning when the player is about 30 or 60 seconds away from the limit. A big, blurry screen with a "Are you still there?" button is the classic move. If they click the button, you reset their timer and they stay in the game. If they don't, then the auto kick does its job. This gives people a fair chance and saves you from looking like a "mean" developer.

Dealing with the "Anti-AFK" crowd

We have to talk about the players who try to bypass these systems. You've probably seen them—the ones who use an auto-clicker or a weighted key to keep their character jumping in a circle. They do this to farm currency or just to hold their spot in a popular server.

A basic roblox afk system script auto kick might not catch these people because, technically, the game is receiving input. To catch them, you have to get a bit more creative. Some developers check for "meaningful" movement. For example, if a player has been jumping in the exact same spot for ten minutes, or if their character's position hasn't changed by more than a few studs, you can flag them as AFK anyway.

It's a bit of a cat-and-mouse game, but for most casual games, a simple movement and input check is usually enough to keep the server fresh.

Setting up a whitelist for staff and VIPs

Another thing to consider is who shouldn't be kicked. If you're an admin or a developer working on the game, the last thing you want is to be kicked while you're tabbed out looking at code or Discord.

When writing your script, it's super easy to add a check for a specific RankId in your group or even just a list of UserIds. You can just wrap your kick logic in an "if" statement that checks if the player is a staff member. It saves a lot of headaches later on. Some people also do this for VIP gamepass holders as an extra perk, though that's a bit controversial depending on who you ask.

Optimization and server performance

I've seen scripts that run a while true do loop for every single player on the server to check for AFK status. Please don't do that. If you have 100 players, you don't need 100 separate loops running.

A much better way is to have one central script in ServerScriptService that iterates through the player list. Or, better yet, handle the timer on the client side and just have the server verify it. Though, be careful with client-side stuff, as exploiters can easily disable a local script that's trying to kick them. The safest bet is always to keep the "firing" mechanism on the server, even if the "warning" is handled by the client's computer.

Should you kick or just move them?

Here is a thought: do you actually need to kick them? Some of the most successful games on Roblox don't use a roblox afk system script auto kick to remove people entirely. Instead, they move them to an "AFK Place" or a separate lobby.

This is actually a pretty smart strategy. It keeps your concurrent player count (CCU) high, which helps your game climb the discovery algorithms, but it clears up the main game servers for people who are actually playing. The player is happy because they don't have to reload the whole game, and you're happy because your main server stays active. It's a win-win, assuming you have the scripting knowledge to teleport players between places.

Keeping the code clean

When you finally sit down to write your script, keep it organized. Use clear variable names like AFK_TIMEOUT_SECONDS instead of just t. Use comments to explain why you're doing certain checks. It might seem like overkill for a small script, but when you come back to your game six months from now to update it, you'll be glad you weren't lazy with the documentation.

Also, make sure you're using the Player.Idled event. It's a built-in Roblox event that fires when a player hasn't moved their mouse or keyboard for a while. While it's not always perfectly reliable on its own (it can be wonky with certain controllers), it's a much better starting point than trying to manually track every single mouse click from scratch.

Wrapping it up

At the end of the day, a solid AFK system is about balance. You want to keep your servers efficient and full of active players, but you don't want to be so aggressive that you're kicking people the second they look away to check a text message.

Take the time to test your timers. Ask your friends to sit in the game and see if the warning UI pops up when it should. Check if the kick actually triggers or if it just throws an error in the console. A little bit of testing goes a long way in ensuring your roblox afk system script auto kick works smoothly without ruining the player experience. Once you've got it dialed in, you'll notice your game feels a lot more responsive and the community stays a lot more engaged.