![]() ![]() The best way for movement based anti-cheat, is to either remove all client control of their player, and have them send remote events for movement, in which the server accepts or denies the event, and moves the model itself… The downside for this is, there will be significant input lag… Of course one way to somewhat solve this, is to have the client move the model on its side no matter what, and then later verify with the server or something… But I have no idea if that would work.Īnother thing you could try is by verifying if said movement from the player is valid. Of course none of these ways are a silver bullet infact however I wouldvsay the most important way to keep exploiters out of your game is simply to update testing if a brick is see through on clientĬombine exploit prevention with the core game mechanics into a single remoteĭata validation on both client and server Use a sort of “control” so that you can know instantly when an exploiter is exploiting e.g. ![]() position, accessories, clothingĭetect when remote events fire a lot from the server
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