for make the strongest anti-cheat for your Roblox game requires a multi-layered approach. Here’s a breakdown of key strategies to make your anti-cheat as strong as possible
Chapter 1: Create a strongest anti-cheat💪.
1. Client-Side Detection (First Line of Defense)
Never trust Client
Since exploiters inject scripts into the client, you need to detect suspicious behavior locally before they affect the game.
A. Detect Memory & Script Injection
- Use
pcall()
andgetfenv()
to detect unauthorized modifications to the Lua environment. - Monitor for unexpected changes in global variables (
_G
,shared
). - Check for unusual function hooks (
hookfunction
,setreadonly
, etc.).
local function isTampered(func)
return not pcall(function() debug.getinfo(func) end)
end
B. Detect Suspicious Player Behavior
- Speed/Teleport Detection: Compare player movement with expected velocity limits.
-
Fly/NoClip Detection: Ensure players are standing on valid parts using
raycast
. - Aimbot Detection: Track unnatural aim movements (e.g., snapping to head instantly).
- Auto-Clicker Detection: Identify perfect timing patterns in rapid inputs.
C. Prevent Exploiters From Disabling Anti-Cheat
- Hide anti-cheat scripts within multiple
ModuleScripts
. - Constantly check if anti-cheat scripts are still running (
Heartbeat
checks). - Implement redundancy—if one script is removed, another should re-enable it.
2. Server-Side Validation (Main Security Layer)
Since exploiters can bypass client-side checks, the server should always verify critical game actions.
A. Validate Player Movement
- Speed Checks: Ensure a player’s position doesn’t change faster than possible.
- Teleport Validation: Allow teleports only in certain scenarios (e.g., using an in-game portal).
B. Secure RemoteEvents & RemoteFunctions
- Never trust client data—exploiters can send fake requests.
- Use sanity checks (e.g., validate damage values based on weapons).
- Add cooldowns and rate limits to prevent spam attacks.
- Check player ownership before allowing object modifications (e.g., building systems).
C. Detect & Punish Suspicious Players
- Flag suspicious activity instead of instantly banning (to reduce false positives).
- Use a scoring system where multiple violations trigger a ban.
- Log exploits to a database and review flagged players.
3. Obfuscation & Security Measures
If your anti-cheat is too obvious, exploiters will reverse-engineer it.
- Use multiple hidden scripts with different functions to make reverse-engineering harder.
- Encrypt important values and obfuscate critical parts of your code.
- Regularly update and modify detection methods so exploiters can’t create bypasses.
4. Use Zap instead of remotes roblox⚡
It is better to use zap instead of remote because the hacker can access the remote faster than you expect, unlike zap. I know that the hacker can access the modules script, but the matter will be complicated for them.
5. Check the server if anything is difference between client and server
The hacker will use a client-side and it will be different in the server-side. It is preferable to **check if there is anything different in the **client-side.
example:
Server-Side
ServerRemote.GetInformationData.SetCallback(function(Player: Player, Value: { Finding: string, Parent: Instance })
local Object, Find = Value.Parent, Value.Finding -- Humanoid / "WalkSpeed"
local success, Finding = pcall(function()
return Object:FindFirstChild(Find) or Object[Find]
end)
if not success then
Finding = false
end
if typeof(Finding) == "Instance" then
Finding = true
end
ServerRemote.GetInformationBack:Fire(Player, ApplyStringType(Finding)) -- WalkSpeed = 16
end)
Client-Side
local Skip= {
--propertys
--Types
--Objects
}
HumanoidRootPart.ChildAdded:Connect(function(child: Instance)
if table.find(Skip, child.Name) or table.find(Skip, child.ClassName) then
return
end
local Info = self:_ApplyChanges(HumanoidRootPart, child.Name)
Info = (Info == "true" and true or false)
if not Info then
warn("why HumanoidRootPart have BodyPosition!, and it's only show in client-side?! 😨")
end
end)
Chapter 2: Reduce the threat and copying in your game🛡️.
1. Turn SteamingEnabled On
With StreamingEnabled, only parts of the game near the player are loaded. This means SaveInstance() can’t steal the entire map at once.
If your game has secret areas, hidden assets, or special effects, they won’t lod for a player until needed, reducing the risk of theft.
Since StreamingEnabled limits client access, assets stored in ServerStorage
or dynamically loaded from ReplicatedStorage
are safer.
Note:
StreamingEnabled does NOT protect everything
- Exploiters can still dump whatever is streamed to them.
- Scripts in
ReplicatedStorage
can still be read.
2. Hide Assets From ReplicatedStorage🕵️
Exploiters can dump ReplicatedStorage
. Instead, use ServerStorage for sensitive assets:
Don’t do this:
game.ReplicatedStorage.AssetsFolder -- This is visible to exploiters
Do this:
game.ServerStorage.AssetsFolder -- Hidden from clients
Only move assets to ReplicatedStorage when needed and delete them afterward.
Note:
A strong anti-cheat shouldn’t ruin the experience for legit players. Keep testing for false positives and refine your detection methods.
And keep in your mind while nothing is 100% safe, combining server-side security, anti-dump measures, and obfuscation makes it extremely difficult for exploiters to steal your game or hack your game.
Thank you for reading my tutorial