Hello everyone, are there any anti-cheat out there that really work.? I’ve looked everywhere but can’t seem to find one that is advanced and works lol.
If you have any suggestions please tell me, thank you!
Not sure what category this fits so I’m putting this In Scripting Support
EDIT: I mean basic anti-cheats such as speed-hacking, flying, noclip etc.
There are anti exploits but they arent like 100% fullproof defense type of anti exploit. You will have to secure your own code so exploiters cant tinker with it. What kind of anti exploit are you trying to do?
I think it depends what your trying to achieve at the end of the day, the best form of anti-cheat / anti-exploit really is to create scripts which can’t be exploited to begin with. I’m not going to pretend this is easy, and with 3 years of university education I still sometimes forget about security.
Typically, your client side code will reveal a ton of information about the server - this is what usually allows people to create backdoors into your code. Typically, this is why no-trust client models have been set up, and why its even more important to perform authentication before proceeding with an action.
When it comes to stopping people from flying, teleporting etc - most of these can be achieved by tracking body movers or checking to see whether players have legitimately travelled across a stretch of land.
Some examples of good practices:
Don’t store values on the client unless its read only, don’t trust the client to handle their own things.
Don’t allow for open ended events, an event shouldn’t very clearly define what it does. If I saw an event called “Login” I would happily use it. This doesn’t mean write unfriendly code, it just means don’t make the relationship between client and server super visible.
Don’t be afraid to create ban statements, some actions can only be done by the programmer for example. Is someone flying? Are they not an admin? Alright, banned, bye.
Most people who exploit can’t actually write exploits, as such creating atypical ways of defending your game - even if entirely primitive - can keep your projects secure.
To be honest with you, only things I really bother about keeping secure from attacks:
Anything that can effect data or how my data is stored,
My external APIs and databases.
Anything after that is just going to cause a slight bit of nuisance for my player base.
Movement based anticheats are pretty common. I created one a long, long time ago even before it was normal for people to exploit movement. It would block cheat engine speed hacking, etc. using simple math.