I’m working on a Roblox game with a hitbox system where hit detection is currently handled on the client, and damage is applied via a remote event. However, I’m concerned about exploiters abusing the remote event to deal damage maliciously. I’ve tried implementing server-side validation, but I’m still worried that exploiters could bypass these checks if they meet the requirements (e.g., being within range, having the correct tool, etc.).
To address this, I’m considering moving the hit detection logic entirely to the server. However, this introduces server-side lag
, causing the hitbox to feel unresponsive, especially when players are moving quickly. To mitigate this, I’m thinking of implementing client-side prediction
to simulate the hitbox locally while keeping the actual hit detection and damage logic on the server.
Anyone have any ideas? Any help is appreciated.