Not to mention you could just level up in your own world like the entire playerbase already does… How exactly do people level up in another world? As if newbie would be fishing right off the bat
Not to mention you could just level up in your own world like the entire playerbase already does… How exactly do people level up in another world? As if newbie would be fishing right off the bat
I wouldn’t say it should be that hard. (For any devs reading this, not that I expect anyone will,) Here’s a “simple” way to just create a minimum level system. When the player clicks the connect button (attach a delegate, but you probably should already have one), take the player’s level pass it through a hashing function (preferably FNV1-A, my choice but you should probably use a different one) as to protect it from cheat engine and then just return 1 if the players level is too low (take the minimum level and pass it through the same hashing function) oh and 15 second later edit, you should mathf.clamp the players level to maxLevel and then hash it, and to check if the player is levelled enough just do a simple not equality operator, just give em a menu saying they can’t enter or chat or whatever.
You could add another level of complexity by having like 25 hashing functions and the server would send the client an index into an array of the hashing functions which the client would use to return the hashed player level that the server will then evaluate but I’d like to see you implement the first part at the very least.
If you have anything to say about why not, please just message me. I’m not a senior developer but I really think I can help. I don’t use unity anymore (C++ and bare vulkan, developed carpal tunnel) but I think I know enough.
What?
You are overcomplicating the problem, the server is sending the world data to the client, and the server has full authority over the players stats. It’s not like changing some value in your gane with those memory editing software would let you join a world while banned from it, or while it’s locked, for example. Just reject the player server side if they aren’t a high enough level?
You’re right…
I probably forgot that the server exists (or maybe I was going for a host authoritative server?) It probably is for a host authoritative server because I made one a year or two ago to copy Pixel worlds using unity (roughly around the time I started) and reading this thing again heavily reminds me of the way I implemented it there. (btw the current engine I’m making still is in the directory “Pixelworlds3.0”. Not to be confused with “Pixel worlds 3.0” which is in OpenGL).
I’m sorry :3
Wait a second, it wouldn’t even work for a host authoritative server! I mean it would “work” but it wouldn’t protect anything…
the thing is that those bots are created with the ability to surpass the set text maximum just enough to make the text still clearly readable while spamming all over the place
I’m aware of that but I mean re code the box, completely change it if necessary. It’s only one small thing in vast ocean of detail … This really could be prevented only saying