Replicating Welds & Motor6Ds When FilteringEnabled is set to True

So currently the only part of movement that is replicated through filtering enabled is the movement of body parts of f the client’s character and body objects descendant to the character, but that’s not enough because Remote Events and Remote Functions aren’t strong enough to handle amazing and precise weld changes. I think it’d be neat to allow any Motor6Ds, welds and similar objects to replicate without any need of remote events or remote functions if they are made by the server and descendants to the client’s character (that includes welds in tools, models & containers under the client’s character ) . This would make games like Phantom Forces, Impulse, and etc not only be safe due the current functionality of FilteringEnabled but also better because there is less network usage to send data.

Not to mention that the worst someone could do is rotate their head but that’s even hard because a CFrame is 12 numbers and good luck finding it in Cheat engine.

No.

I want as little objects to replicate naturally unless I have a decision in what should and shouldn’t replicate. This would increase network usage. Take Imaginaerum for example. His game in Skybound 2 before he changed to a CFrame only based system. He had client-sided animations play at a higher framerate and had the server animation run at a lower one. Having welds auto replicate takes away flexibility this flexibility and would ultimately increase network strain since the server animations would be forced to replicate at a consistent framerate. This also disables any client-sided only intended weld based system. When it comes to filtering enabled, we should have as little as possible replicate unless the developer can pick and choose what to replicate.

You can perform welding for animation and just about anything even with FE on perfectly fine without any issues with lag.

Don’t know what you’re doing but you’re doing it wrong. If you find a limitation with remotes you should post that instead.

Don’t know what you’re doing but you’re doing it wrong. If you find a limitation with remotes you should post that instead.[/quote]
Adam said that we should be able to get up to 60,000 requests per seoncd before issues should happen.

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Don’t know what you’re doing but you’re doing it wrong. If you find a limitation with remotes you should post that instead.[/quote]
Adam said that we should be able to get up to 60,000 requests per seoncd before issues should happen.[/quote]

On top of that a command (passing strings) type system can dramatically reduce the data needed for these kind of things. Most of the time you can keep weld data off of the server.

I would also like to point there are exploits out that allows users to execute code via a custom environment meant to simulate roblox’s environment. So these kind of things could easily be abused. Nyx, Rosploit, and Alx being prime examples. (Not sure of the environment status per exploit)