Hello, I’m looking for some guidance on implementing additional protections against saveinstance() , Dex Explorer, and general map extraction.
I understand that anything security-sensitive should be handled server-side and that client-side protections cannot completely prevent an exploiter from accessing replicated content. My goal is simply to make map extraction and asset theft more difficult and add another layer of protection against unauthorized copying.
What detection and mitigation techniques would you recommend for this? I’m particularly interested in approaches that can complement normal server-side security rather than replace it.
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asset privacy!!!
enable it (only for assets published by your account and not a group) here
read about it here
if your game is under a group, you need to turn on asset privacy for the group too. you can do this by first selecting the group on the sidetab in the creator dashboard. then go on collaboration > group profile and scroll down to asset privacy and turn it on.
this works really great but the only unfortunate thing is that it doesnt enable asset privacy for existing assets only new ones, but if you’re early on in development this shouldn’t be too much of a biggie.
that way.. the exploiters can do all the decompiling they want and they will get..NADA!!!
please do give the article of explanation a good read, make sure you understand everything in there
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Well; I’m talking specifically about decompiling ANYTHING in the game. For example, parts, etc. since most of my map is usually in parts rather than meshes.
oh well that unfortunately changes things. trying to stop exploiting is honestly redundant - this is because trying to detect client injection isnt very easy and developers should be doing their best to rely on the engine rather than yourself… the client will always be able to inject and there’s just not much we can do about it unfortunately
. you could perhaps try messing around with archivable - but this would probably be more headache than it’s worth if many parts of your code’s architecture relies on :clone. i would suggest importing your map to blender and then reimporting it as a mesh? make sure you’re keeping your mesh optimised too. if you’re early on in development i would advise that you just make your map in blender anyway!
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Well, importing it to mesh seems like a good idea, however, for large maps, won’t this cause issues with performance? Especially with the PreciseConvexDecomposition since it may still have collision issues?