For security purposes, I would like to code my project in a way where most actions are verified with the server.
I don’t want people modifying the files to give themselves fake values “hacking”.
So I am making sure to work with that in mind from the start.
The networking guides i have been going over are nice, and simple, thought i have not run across anything based on server builds.
The nice part about making a game server authoritative, is that even if someone tries to mod something the server could detect it and kick/ban them. Although the only way to make sure that someone doesn’t mod a server, is to run your own and never give out your server app.
As long as your server runs all of the main game logic, you don’t have to worry about hacking. Because if people really wanted to, they could intercept the DirectX calls and make boxes show on their screen where players are through walls. That’s not something you can prevent.
i know with mount and blade, they have very good hacking defense due to the server knowing and handling all client stats, the only hacks that came out were autoblocks since blocking was obviously client sided.
I do not plan on giving out the server app what so ever, i guess i will have my own question answered once i find the right guide on creating a server app. I just want to find that guide now since i am ready to create my player controller and main player script which handles health and armor stats.
I just want to avoid the nightmare of unity games having a huge hack issue, and i figured it was from people just writing their scripts basically how we are told, by attaching them to player object client side.