Hello! I want to create a charge abiliity, where the player charges forward, and upon colliding with another character, knocks the character back and stops the charge. I decided to handle the charge on the client so that it feels smoother. So the client detects if the player is colliding with another character, and fires an event to the server when it detects a character. However, I don’t know how to prevent exploiters from abusing this by firing the event from anywhere. I tried doing a distance check between the player and the character, but because of the player’s fast speed when charging, the delay causes a huge difference in the player’s position between the server and client, even on good ping. How would I validate this?
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Server-side seems to better solution secure but replication lag
You need add hitbox in server-side
like Raycast Box when charging, appearing between 0.2 seconds with syncing character’s speed
is there really no way to handle the hitboxes on the client without running into exploiter issues ![]()