Anticheat Methods

Ah thank you good to know!!!

Anyone who says that simply doesn’t understand that the best anti-cheats operate from both sides to be the most effective.

4 Likes

Yes, 100% agreed.

I said that knowing server-side anticheats are a must too :slight_smile:

Care to share it? mine dosent work anymore and i have no idea why.

nuh uh

:slight_smile:

look into obfuscation tho

anything other than luraph ( which is paid ) is kinda useless due to the several deobfusfcators being released for others

It’s still a layer of security through obscurity, imo it’s better to have it than without.

There’s different levels of exploiters really;

  1. Skids(copy + paste scripts blindly and uses Infinite Yield as their go-to)
  2. Basic-level analysis(Know how to run dex, remotespy and maybe saveinstance to have a look at game structure)
  3. Script-level analysis(these people tend to know lua already but maybe not in super depth) - may not know how to reverse engineer obfuscation
  4. Reverse-engineering tier (comfortable tearing apart obfuscation, decompiling bytecode, mapping control flow, and understanding anti-tamper)
  5. Exploit-developer tier (writes their own executors, custom DLLs, or patches; understands Roblox’s security model deeply and can bypass most protections)

Obfuscation will stop players at stage 3 and below(directly or indirectly)

it’s still better to have it

Using obfuscated scripts can get your game reviewlocked.

Pretty sure that only applies to any assets that are published to the creator store, not games themselves.

no this only applies to the assets you upload on creator marketplace not your games though

false, as stated above it only applies to assets published to store

HOWEVER - roblox don’t really maintain that rule anyway, plugins like Zonito’s Visuals obfuscate it anyway lmao

Oh wow, didn’t know that. Well that gives me an idea!!

2 Likes

do these methods still hold up?

1 Like

no, these methods do not still hold up.

2 Likes

The greatest engine for game development has decided to patch most detections, whenever possible while avoiding “destructive” side-effects.

I heavily discourage anti-exploit development on the aforementioned engine, due to it being a waste of time, as all it takes for the system to crumble apart is a decision to revise the most basic of assumptions, for instance having read-only access to restricted game objects.