Do proximity prompts have a built in anti-cheat that stops the logic from running if the player is too far away? or do i need to code that in myself
proximity prompts have a property called MaxActivationDistance, but i’m not sure if it’s any relevant
basically what i’m asking in code is:
prompt.Triggered:Connect(function()
if (playerRoot.Position - promptPosition).Magnitude > distance then return end
-- ^ is this required to stop exploiters from triggering prompts from too far? ^
end)