I’m working on a game but I feel like the game is very insecure.
I’m creating all my parts and hitboxes on the client and having the client fire to the server to check and damage the player based on the client’s understanding of the .Touched event.
People say play animations on the client and under the right conditions, fire to the server where they will actually carry out the procedure, but I thought I might run into the case where if I played an animation, it would ruin the hitbox, so I had to play animations on client and detect hitboxes on client.
Is this right?
Can you explain it a little bit better? It’s quite difficult do understand what kind of problems you’re having right now.
Information sent from the client can never be trusted because exploiters can fire remote events too with their own information. Make sure the hitboxes are created on the server and their networkowner is nil. That way exploiters can’t control it. The touched event is also being handled on the client in the scripts made by Roblox which means if the touched part isn’t where it’s supposed to be on the client but it is on the server the touched event will still work. Just have an extra security check on the server if the part that’s being touched is close to where the player is.
These are videos for better understanding about server/client and how exploiters can exploit.
The problem is I need to make smooth transitions for my projectiles and the only way I can do that is if I use a RunService or velocity.
I’ll try keeping checks on the server but I also want hitbox detection for dummies and I can’t get hitbox detection for dummies if im only firing to other clients.
I want fast and smooth-transitioning hitboxes on the client but I believe they are insecure.
Still confusing.
I need more context/information.