Server-Client With FPS System


I’m struggling to figure out how I should handle server-client communication with my FPS system. It’s hard to explain so I’ll just show you using flowcharts:

Method 1

Method 2

Which method is better in terms of network performance and cheat resistance?

This post was sort of rushed, my apologies. (The flowcharts don’t show exactly how the system works, just cut off some parts for simplicity sake)

Method 2 is going to be better for cheat resistance (As people can do anything with rays and make the server think its a non-cheating player) and also sends less packets to the player that shoots and server.

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In method one you’re checking if they’re hit on the client, which will allow them to spawn bullets in wherever they like (though they could still manipulate raycast), I would suggest method 2 as better but could possibly be improved, I need to go to bed so I can’t think about it or explain more but don’t go with 1.

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If this solves your question, please mark my other post as the answer.