How to prevent exploiters from flying?

You can try sending exploiters to this simple game test I made for anti exploits, or if you can exploit, try bypass in there, it’s a decent anti exploit I wrote a few days back, it’s only a few days old but I’ve gotten a number of exploiters to stress test it already, I would say it’s a pretty solid anti exploit, the only false positive I have thus far is E888 which is just a server-sided error from the game’s script that I can fix.

Basically if your game have a simple anti exploit like this, you’re already protected more than enough really.

To answer the question on flight patch, I would recommend either a velocity check on character parts, a bodyinstance descendant check on the character. You can definitely do more with raycasting etc but I highly suggest using low memory when doing anti exploits, don’t sacrifice gameplay for security, you can read my post here to understand a tad bit of that mentality.

Another thing that I suggest for the debate on how to secure your anti exploit script from being deleted / stopped, I would suggest a server → client ping system every minute, and put the ping response in the AE script, you can either handle the ping via remote which is not that secured or create your own complex pattern via a network-owned part created in the server upon player entry. Understand how Network Ownership works and you’ll be able to do some client-server signals without remotes.

If you need any further explanation or understanding from my own humble experience in patching exploits and creating solid anti cheats for upcoming games, you can contact me via discord @ Zenuvius#2480