Should I do effects on the client or server?

I think someone told me about some sort of remote event limit, not necessarily the extra instances. I’m not exactly sure though, I suppose either way you’re connecting to an event that happens.

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The server can impose checks on the client for issues like this.

Say I’m designing a gun system:

  • Player fires event
  • Server receives event
    • Server checks that the event hasn’t been fired by the player in the last X seconds
    • Server checks that the distance between the player and target is within X studs
    • Server checks that the player isn’t above X studs in the air
  • Server validates event
  • Server fires post-processing effects to all clients

There’s nothing inherently wrong with RemoteEvents, or with exploiters continuously firing them. The issue arises when the server doesn’t perform checks to maintain the validity of whatever the client is doing.

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