Anti-cheat validation

I already made my magnitude based detections on the server, however I have some jumpads that apply velocity on the client, when you jump high, the server will detect that since the last position is much greater than your current position.

We already know we can’t trust the client, to give us the correct information if you faked the jump or you actually went on the jumpad, what do I do?

edit: an idea I had was that to check if the player touched the jumppad on the server, then fire to the client to apply velocity, Is this a solution?

If you apply it on the server then there will be a delay between touching and jumping. You should allow the client to set the velocity but check on the server if the client is actually near/touching a jumppad and if the boosted velocity is reasonable. If not near then just tp them back or kick them. Or you could just use server authority idk.

i’ll take your idea on if they are close to it, and if the velocity is reasonable

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