Developer knowledge network · moderated exchange

Społeczność UnreliableCode

Badania programistów, inżynieria wsteczna i społeczność programistów

Knowledge indexNa żywo
4Categories
919Threads
2.8KPosty
Analysis

Bypassing Client-Side Teleport Kick Checks with Hookmetamethod & TweenService [v2.4 Technical Discussion]

luau_hacker
Luau Expert
MEMBER
Rozpustnik: 159
Data dołączenia: Aug 2020
Posty: 17
Dzięki: 26
1 miesięcy temu · Jul 22, 2026 9:13 PM
#1

Why instant coordinate teleportation kicks players in popular games:

Games measure delta distance per heartbeat: if (newPos - oldPos).Magnitude > 50 then Kick() end.

The Sub-Tick Tween Bypass:
Instead of instantaneous teleportation, use TweenService to glide across sub-nodes at exactly 49.5 studs per interval:

LUA
local function SafeTeleport(targetCFrame)
    local hrp = game.Players.LocalPlayer.Character.HumanoidRootPart
    local dist = (hrp.Position - targetCFrame.Position).Magnitude
    local speed = 48 -- Below 50 threshold
    local duration = dist / speed
    
    local tween = game:GetService("TweenService"):Create(hrp, TweenInfo.new(duration, Enum.EasingStyle.Linear), { CFrame = targetCFrame })
    tween:Play()
end
hook_doctor
Hooking Specialist
MEMBER
Rozpustnik: 181
Data dołączenia: Jul 2019
Posty: 21
Dzięki: 50
1 miesięcy temu · Jul 23, 2026 12:25 AM
#2

Linear tweening at 48 studs/s completely satisfies server-side position validation checks. Great bypass.

vtable_slayer
Senior Reverser
MEMBER
Rozpustnik: 215
Data dołączenia: Mar 2018
Posty: 86
Dzięki: 61
1 miesięcy temu · Jul 23, 2026 7:44 PM
#3

Smooth traversal with zero rubberbanding.