Is a Client-sided teleport smart in this situation?

Long story short, with my current system it’s easier to grab the teleport positions from the client.
I’m mainly worried for exploiting abusing this now, but I can’t have it on the server due to latency issues.

If I were to get the position needed on the server, I’d need to do it from a value changing.
However, an entire map will need to move into order to get the position on the server, if the map was to be in “ServerStorage” and never enter workspace, would this still be an performance issue? Keep in mind this would be happening 30-40+ times every 4-5 seconds take one or remove one.

The client has network ownership over the character anyway so it doesn’t matter if you make the teleportation client or serverside. If you want to secure game from exploits, make server-side checks to see if player is moving suspiciously.

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it is not necessary to move the map, it can be in ServerStorage and you can get the position of any part without performance loss because it is only indexing operations. Of course you will have to add the map offset if there is one.

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