"Desync" exploit spreading in the past month

So this should no longer be possible with latest versions of Clients due to this change.

EDIT: I may be wrong about the above, since bad actors can still modify flags in memory, but not through local file editing.

Separately, because of Roblox’s Client-side nature of character physics players manipulating their outgoing packets can recreate the effect even without access to flags.

My understanding is that most shooters on Roblox do a “loose hit verification” that at least checks whether the character could have possibly have made the shot on the server at all (IE: Are they even in range of the enemy?) Does this game not use a similar pattern?

Long term, this is one of the things that Server Authoritative tech will help address more wholistically.

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