I made a script that checks the player’s character from client side for any bodymovers the player may have put on their character.
It does it by sendign a localscript to the player character and then the localscript gets all the descendants of that character and fires that table to the server through a remote event.
It’s a really complicated script that’s hard to decompile in less than 0.2 seconds and everytime the server fires a different version of the script at random so it’s really difficult for the hacker to know which information to fire back and to which key anyway and sometimes they might fire the wrong thing when the server never asked for a certain thing like “client, i never asked you to send me your head’s mesh i only asked for the descendants. etc…”…
Now the issue here is when the localscript fires the getdescendants() and I’ve added stuff to my character through the client side the lcoalscript doesn’t detect those for some reason!!!
Sort of hard to help without seeing a script or two. If you add it to the character on the client, the client should see it with GetDescendants. You could try using the lua debugger to step through your code line-by-line and inspect variables to make sure they’re what you expect.
Are you sure that’s the case or does the server not receive it? If it’s created on the client, it only exists on the client and the server can’t see it.
You can test this by locally creating a Part in workspace and sending it through a remote event. The server won’t see the part, it’ll only see nil
The server receives the table passed from the client localscript that was put there from the server back to the server.
The server prints out the table it received from the localscript remoteevent and when I look in the table the bodymover i created locally is not there!!
Oh sorry, I misunderstood your setup. You can’t pass objects back and forth like that.
If a client is gonna hack their client, they’re gonna hack their client. You can do your best to make the server side secure, but ROBLOX physics isn’t built with client authentication, so there’s only so much you can do.