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Server authoritative movement with client prediction and rollback/replay support. In this example, the client exploits by moving a wall out of the way. But the server owns the movement. The client has failed predictions due to the exploit, and rolls back. #RobloxDev
20,016 views • 1 year ago •via X (Twitter)
11 Comments

can't you use raycasting for noclip prevention without server authoritive movement

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If the server owns the movement, wouldn't the movement be laggy? Try adding 1-second replication lag on studio.

This IS with replication lag. That's what client prediction is for

gameplay loop when :^)

Yeah I've gotta still figure that out lol

Nice anti cheat!

He’s always cookin

I’m not deeply into coding, but I’m really curious about what I'm seeing. Does this mean exploits like moving or spinning unanchored parts (e.g., walls or objects) would be prevented or made unusable?

The server auth part makes any exploits pretty much impossible. The rollback (that rubberbanding effect) is just a result of the client "mispredicting" the move, i.e. the client and server disagreed with what the move should be, so the client moved back to the last verified move.

CLEAN ASF
