I’m working on a system with client-side hit detection / hitboxes in my game, but I’m trying to make sure my server-side validation is solid.
Right now, the client fires a RemoteEvent to tell the server what it hit, and I do some basic sanity checks on the server, like magnitude checks, to make sure the hits are legit. Here’s a snippet of what I’ve got on the client-side:
local HitModels = ClientHitDetection.SphereCast(Position, Radius, Character, true)
if #HitModels > 0 then
Requests.Hit:FireServer(HitModels)
end
My question is: is this good enough? Should I be securing this remote event in a particular way?