Anti-cheat with Bolt
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Zamoht
✭
in Photon Bolt
As a new user of Bolt I would like to know how well the engine can provide anti-cheat solutions. I know that it is easy to set up an authoritative server using the bolt commands (like in the advanced tutorial). Now I have one concern and it is probably because I don't know what I'm talking about but wouldn't it even with an authoritative server be possible to cheat on the master client? Is this a possible problem (please explain if or if not)? and if it's a problem what would I have to do to make cheating harder?
As a last note I am sorry if this has been asked and answered before (you would think that it has). I did look through the forum but there is a chance that I'm blind or simply just missed it.
As a last note I am sorry if this has been asked and answered before (you would think that it has). I did look through the forum but there is a chance that I'm blind or simply just missed it.
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Best Answers
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Yes, the host of the game will always be able to cheat. This is only a problem in a matchmaking/ranked games system. In Minecraft, the host can do whatever he wants. If he always gave himself an unfair advantage in competitive games, no one would join his server.
Game consoles like Xbox/Playstation have very secure anti-hacking systems built into the hardware, making it almost impossible to cheat. So those games can get away with letting their players host ranked matches.
PC game hosting is usually done through the developer. They usually host the games themselves, but I believe some have a "trusted server" program. Where people sign up to host matches through them, and they can be reported for cheating and removed from the program. There are ways to make cheating more difficult for the host. I assume Valve Anti-Cheat does this, and this asset would help also: https://assetstore.unity3d.com/en/#!/content/10395 but they can always be circumvented by dedicated cheaters. If your player base is small, then there likely won't be any dedicated cheaters.5 -
If you want to host the room or lets people host their own rooms Bolt is really your best option5
Answers
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Yes, the host of the game will always be able to cheat. This is only a problem in a matchmaking/ranked games system. In Minecraft, the host can do whatever he wants. If he always gave himself an unfair advantage in competitive games, no one would join his server.
Game consoles like Xbox/Playstation have very secure anti-hacking systems built into the hardware, making it almost impossible to cheat. So those games can get away with letting their players host ranked matches.
PC game hosting is usually done through the developer. They usually host the games themselves, but I believe some have a "trusted server" program. Where people sign up to host matches through them, and they can be reported for cheating and removed from the program. There are ways to make cheating more difficult for the host. I assume Valve Anti-Cheat does this, and this asset would help also: https://assetstore.unity3d.com/en/#!/content/10395 but they can always be circumvented by dedicated cheaters. If your player base is small, then there likely won't be any dedicated cheaters.5 -
Thanks for the great answer. I will mark this post as answered, I just need to know one more thing.
So let's say my game is going to run on PC and is based on "rooms" of 1-4 players (like Diablo 3 for instance) and I use Zeus to set up these rooms with a master client and 0-3 other clients. As you said Jon I can use different Anti-Cheat assets to make it harder for cheaters which should be more than enough for now.
But,
if I wanted to host all these (potential) rooms myself would Bolt still be a viable asset or would you recommend something else?0 -
If you want to host the room or lets people host their own rooms Bolt is really your best option5