I have a question for the developers here:
Do you use anti-cheat APIs?
Or do you just write and handle the basic checks, like for coordinates and vectors, yourselves?
I have a question for the developers here:
Do you use anti-cheat APIs?
Or do you just write and handle the basic checks, like for coordinates and vectors, yourselves?
Roblox doesn’t come with built-in anti-cheat APIs — if you want, you’ve gotta write one.
Despite of most games relying on the same built-in Roblox character system, every game has its own rules and game mechanics. This by definition makes anti-cheat development game specific. For example you could have an anticheat for speed checks, but also a gamepass for extra speed, you will have to whitelist the gamepass users but also ensure they don’t pass their new speed limit.
Also many times anticheat logic is a bunch of systems built on top of each other. For example you can implement distance checks before allowing a player to do something, but those distance checks are useless if the player can simply cheat to teleport there and then teleport back to their original position.
Server authority + sanity checking your systems for bad behaviour.