Hitboxes looking weird

the hitboxes look fine for the tagger, but for the runner it looks really unfair. I dont know how i can fix this without making the tagger look weird and not the runner

both the clips are averaging around 50 ping and this happend all the time for me and my friend

what it looks for the tagger:Untitled video - Create and share your videos with Clipchamp

what it looks like for the runner: Untitled video - Create and share your videos with Clipchamp

this is the code that i use for the detection

				local Hitbox = script.HB:Clone()
				Hitbox.Parent = plr.Character.HumanoidRootPart
				Hitbox.CFrame = plr.Character.HumanoidRootPart.CFrame		
			
				Hitbox.Touched:Connect(function(v)
					if v.Parent:FindFirstChild("Humanoid") then
						if v.Parent:FindFirstChild("Runner") then
							v.Parent.Humanoid.Health = 0
						end
					end
				end)	
				
				local weldC = Instance.new("WeldConstraint",plr.Character.HumanoidRootPart)
				weldC.Part0 = Hitbox
				weldC.Part1 = plr.Character.HumanoidRootPart

also btw in the clips the hitbox is the grey box

You can do a magnitude check on the server between the runner and the tagger hrp position.

and for performance wise. do the touched event on the client and then damage them on the server.

the only problem with this is hackers but ill give your advice a shot

yeah but ofc you can add an anti cheat to protect it. Consider adding magnitude checks though it’d be really helpful with what you’re trying to do.

Also for a better detection, it’d be raycastparams as you can make it detect forward only and just overall better than touched.

It would actually help with hackers. I believe the issue is your parenting and welding the hitbox to the player which implicitly makes it’s Network Ownership the player’s. They will see immediate changes in it while the other runners have to wait for the tagger to send their hitbox to the server and have the server send it to all runners. Also touched events can be fired by exploiters at any time for any reason, you must put a distance check server side to catch hacking on touched events.

If you want, you can use some of the code that I gave on this resource of mine. I’m gonna add a magnitude check anyways.