How to secure client network ownership

I faced a problem with securing network ownership. Basically when you give network ownership of Part for example, exploiter can do whatever he wants with Part’s physics. Most of grab mechanics use network ownership(i am pretty sure). for example Dead Rails. when you grab object it cant collide with players so you CANT fling them, but items in there collide with each other, so in theory if exploiter give very high velocity to object he hold and drag it to any non-welded object it should go fly away and sometimes really ruin game, Cook Burgers have similiar system and it seems more unsafe, but somehow these games seems dont have big problems with flinging items(and sometimes players). How to secure part from being flinged or getting teleported far far away. Thanks!

You could run checks every frame on the server, checking things such as Velocity and CFrames, and revoke ownership and reset the part if they are violated.

Hello! Can it cause perfomance issues?

It certainly can if you are checking hundreds of parts at once, but for a couple parts it should be fine.

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