Preventing cheating on the host.

I’m not really that into the whole “Players host their own game” thing; However I was requested by a few of my followers to create a basic RTS structure. Creating the game mechanics won’t be hard at all, but it brought the question to mind. “Is it possible to stop the host from cheating, and how.”

When you get into hosting games, the host can edit values directly into the server, using cheat-engine, or any other kind of memory editing programs. So, I’m curious on how to go about resolving that.

I’d be using the Unity standard networking for this.

You can’t, don’t waste your time. If the host wants to break the game let him, players can just switch to a different server.

If you feel putting tons of hours into it, go for it. But if I were you make the code very dynamic and put it on the Asset Store so other people can use it. It really isn’t worth it making it once and only being able to use it once.

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