I got help from the creator of the VRLib module, @Wunder_Wulfe, and we discussed that the basic pinging system that I was using (just the client sending data packets to the server about the vr body location) was not the best solution. Instead it was recommended that I used a RemoteFunction data packet system so that information could be returned and it would create a cycle of information being sent from the client to the server then the server to the client and so on. Along with this, as there isn’t really a way of telling from the server if a certain client is in VR mode as it could just be spoofed. Due to this the most you can really do is make sure that all the limbs that the client has are within a certain range of each other. And in regards to exploiters setting positions of arms (via script executor) that they own without being in VR mode, well it’s just simple. Why go though that tedious coding process just to do something that any other VR person could do. Essentially they are just wasting a huge amount of their time to do something that they could do if they had a VR headset. It would also take a large amount of the fun out of smacking people around: because you’re not in VR. Sked’s VR playground has had a lot of attention but you never see people somehow getting the arms to work in non-vr mode. Unless he is using some good method that we don’t know about, that game is probably facing the same possible exploiter issue. Nobody has gone through the effort to make a cheat like that though, so that’s great. To be completely honest, if you really wanted to try to stop this issue you could always require a ping from the client so the server knows that the client is in VR mode or else it gets rid of their server-sided arms. It could be bypassed by running a very early ran piece of code on the client but as far as I know, it’s as close as you can get. Moving on from that, Wunder_Wulfe plans to update his VRLib module to contain features that solve and cut down on these problems. Some features that we discussed were a server-sided version of the module and a pre-made pinging system as I discussed before.