I’ve heard that game leakers use synapse, which doesn’t have access to server storage. So could I put my games map in server storage and a script loads the map into the game? Would it prevent leaking? Would it cause lag when it loads into the game?
The client would still have access to the map after you cloned it in, so no, this would not prevent game stealers.
Just to build on the answer above: do note that the map as it exists in ServerStorage will not be replicated to the client until its put into a location also accessible by the client. The client may be replicating the map for the first time and a heavy map could potentially degrade performance if you load it all at once up until it finishes replicating and rendering.
Sad to say that you’ve to create a custom anti-cheat for your game because hackers have experienced tools to use, beside if you put your map in ServerStorage the map will be client sided only and maybe if you’ve detailed map it will require more performance and will cause some render errors and maybe (Maybe) it might not fully load.
Do you mean the map is server side?
client sided means that only one player can see it and others can’t, so if you made any changes to the map you will have to use local scripts + other players in the server won’t see the differences you have made via the local script.
But you said anything in serverstorage is client side, this is wrong as it is server-side.
Yeah, he did say that but I believe @1kLxfe is referring to this line here
So could I put my games map in server storage and a script loads the map into the game?
So once it’s cloned into Workspace, it does technically also become client side.
However, they stated if you just put it in ServerStorage (no cloning to Workspace, nothing) it instantly become client sided.
Oh I know, I was just pointing out what I believed they were referring to so it made more sense