- How does Fishnet passively prevent cheats?
- What does the developer need to do to actively prevent cheats?
- Are there any cheat that Fishnet is unable to prevent?
- Players are spawned in an arena with walls and ramps
- Players are assigned speed, health, attack values, and shooting speed
- How does network latency affect player movement synchronization?
- How does latency affect hit detection?
- What happens when a player picks up an item with high latency?
- What happens if the client (with low latency) and another client (with high latency) disagree on an action’s timing?
- Two players in a small arena (server and client)
- One player has artificial latency (e.g., 200–500ms)
- All players can move, jump, shoot, and pick up items (like health packs)
- Simple health and respawn system implemented
- Visual indicators (“Ping: XXX ms”) for clarity