I’m guessing you’re referring to my project the Marketplace which I made posts about before. We don’t simply “execute code”. We turn code into obfuscated bytecode which is then ran by a custom interpreter. We never use the built in loadstring.
Using a recursive method is far more efficient than using bandwidth (which I am cheated for) to send that bytecode to the game.
The recursive also doesn’t read and handle code, it just takes in the path of an object (game.Workspace.Part, for example).