My issue is that I am trying to make a ground pound for my character similar to in Mario where if you are in the air and press the required button you will stay in mid air and do a little flip then smash to the ground. That part is irrelevant though as my real problem is that I don’t know how to get player locations accurately on the server. I first tried making this air checking system using Humanoid.GetState() but that wasn’t working how I wanted to. I then moved onto using ray-casts but that also was not working how I wanted to due to latency. I then tried Workspace:GetPartsInPart() but that is basically ray-casting just with a box instead. So now I have the question what is the most accurate way to relay client position while also being non-exploiter friendly. I do not mean for this to be an X Y problem or whatever it is called because this is genuinely helpful information, yet if you do have a solution that doesn’t solve my main question yet solves the mid-air checking problem I will be grateful for that too, thanks in advance.
TL;DR: What is the best way to tell if a player is a certain distance above any floors/parts/objects/etc, and what is the best way to relay players position from client to server while being exploit proof.