Hello everyone. I’ve gained some great progress on my multiplayer-FPS, but I’m to the stage i’m sure most people dread, preventing cheats and hacks. Currently, the player can not modify their health or stats as they are stored on the server, but I’m having trouble implementing speed-hack prevention. Does anyone know the best way to add anti-speed hack? I have tried some different techniques but they just wont work! I’m basically adding speed-hack detection to a [command], and correcting the players position with a [clientRPC], I’m using cheat-engine to test, but no matter what I try I just can’t find a way to prevent speed-hacking.
My question is, is their a Unet equivalent to Network.Time, so that I could compare the servers time to the clients time? This is the one thing I haven’t tried yet. Also, how would one prevent ESP (wall-hacking) and aimbotting? I think preventing ESP would be near impossible, maybe some kind of dynamic networked culling would work?