So recently I’ve heard that exploiters can break games by firing remote events through the client side. Wouldn’t a fairly good solution be implementing a passcode parameter only the remote events (and the developer) know, and kicking the player if they get that passcode wrong?
Here’s an example
--LocalScript script.Parent.MouseButton1Up:Connect(function() local key = "828kjf223" game.ReplicatedStorage.RemoteEvent:FireServer(key) print("Sent!") end)
--ServerScript game.ReplicatedStorage.RemoteEvent.OnServerEvent:Connect(function(player, key) if key == "828kjf223" then print("Test Passed!") else print("Test Failed!") player:Kick("Using Exploits") end end)
I haven’t heard anyone talk about a solution like this, would it not fix the issue? Is this an actual solution that I just never heard of? Or was I the first person to think of this solution (I kinda doubt it but still).