Therefore if you really want to protect your game you need to carefully control the communication between client and server, on the server(for example rate-limiting remotes, checking argument types, verifying everything on the server, etc) and apply your client-side logic on the server as well(for example if a proximity prompt button can’t be clicked if the client avatar is X studs away, you should make a distance check on the server).Ī good tactic I like to use to avoid accidentally banning people if they’re just laggy is to add client-sided checks as well. Although sometimes they may not get paid at all, just break your game for fun. These groups often operate in ways that help them earn money(for example by selling access to their malicious code and obfuscating it so much is not worth the time to make it look readable and bypass the access). Then they share that code publicly as one of your game exploits, which keeps working until you patch it, and it becomes a cat-and-mouse race every time you try to patch something on the client side. ![]() By threat actors I don’t mean a random kid injecting things in their executor, but a dedicated team of people who know how to write code, that decompiles your client-side checks and makes code specifically to bypass them. This may be useful for small games, however as a game’s popularity increases, more actual threat actors are attracted to it. By trying to stop them on the client side in any way that comes to mind, you just make their life harder temporarily. ![]() ![]() Exploiters can do whatever they want with their clients.
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