I thought about this a while before and I think this is a very plausible feature. Exploits revolve around the player (most of the time) and making the server authoritative of the character dissolves many prominent exploits (hitboxes, teleportation, tools, etc.).
Server-sided characters would be a great extra layer of protection, especially for games that don’t revolve around moving collidable objects (so it won’t cause any disagreements).
I would like to bump this again to express interest in this feature. It’s great that we’ve now got pausing physics in studio, and I’d love for this to be added too.
You can already do that. It’s not pretty when the server controls everything because without any client prediction, the movement is very much like gaming was in the 90s where there is a lot of delay in inputs and movement. It solves the exploit issue you mentioned with players cheating movement, teleports, etc., but makes for a terrible gaming experience for everyone else not cheating.
This looks like this is a planned, upcoming feature, as they recently released the ability to pause physics in studio, along with the inclusion of a new method under the WorldRoot class, StepPhysics. Looks like it’s not able to be called in the local or server scope yet.
Bump. We all need this feature. Chickynoid has proven that even without direct access to api’s, character physics can be verified through server without any significant performance costs
My thoughts are it’s good but it’s not great because if anyone finds a bypass to server authority it’s pretty much going to lead to an even worse era of exploits. Every time they push something to counter exploiters… the exploiters push back even harder. It’s like a game of tug of war.
This is like saying “If anyone finds a bypass to Filtering Enabled it’ll be horrible”, the entire point is that is becomes impossible to have the Client tell the Server what to do, like what Filtering Enabled did by completely preventing Clients from arbitrarily replicating Instances and Properties to the Server. This should get rid of the remaining stragglers by eliminating the Network Ownership system and a few other places where Filtering Enabled was (intentionally) not respected.