From what I know, there’s two ways to test an anti-cheat.
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If you have a friend who exploits, you could ask him/her if they don’t mind spending some time to try to trigger the anti-cheat
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You could manually add things on the client on studio.If you already know about FE then you can ignore this spoiler When play-testing a game on Studio, you’ll be able to toggle between Server and Client. If you add a Part into workspace on the Client Side and check the Server, that part wont be there due to Filtering Enabled. Long story short Client stuff stay on Client and don’t replicate unless its a remote. Adding objects via client is like using an injector (exploit), so its really easy to partially replicate exploiting. If you have an anti-fly, try locally adding the one of the requirements to the designated part it checks. Similar to If you have an anti-teleport, simply change the player’s HumanoidRootPart’s position to any point.