Can streaming enabled prevent exploiters copying your game?

Hello, I recently had some exploiters attempt to copy my game using a decompiling exploit they uploaded it to an external website but I quickly realised that it was missing chunks that didn’t load in. Does this mean through streaming enabled I could prevent an exploiter from copying my map? If so how would I make chunks unload constantly after being loaded and going a certain distance away from loaded in chunks?

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No,

Decompiling takes all of the bytecode in the game, when you’re loading in the bytecode is loaded as well (there are some special cases for this) This includes the map, while streaming enabled does limit what is rendered, it doesn’t get rid of the bytecode for that entirely.

So once the bytecode is loaded in it cannot be unloaded in any way?

As I said, there are special cases; for example when garbage is collected, debris, etc…

However even when objects are destroyed (or parented to nil rather) then they’re still stored within the nil workspace, as a result those objects can be decompiled as well.

I wouldn’t worry about exploiters stealing your map. You’ll just have to live with the fact that everything on the client can be taken or messed with by exploiters.

It’s the same for obfusticating client-side scripts. If an exploiter really wants it, they’ll just unobfusticate it. It makes extra steps for both you and the exploiter, except the exploiter still accomplishes their goal, and you don’t.

Lots of popular games have had their map stolen, but not much has happened to them. Iit is more dangerous for scripts though, since they can create exploits using them.

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