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Question
MooDDang
Hi, I'm running a PvE Rust server.
I am currently Vibe Coding with Gemini to create a custom plugin based on the logic from the existing `MovementSpeed` plugin.
*(Note: This is for my personal server use only, not for sale.)*
The Problem:
I implemented a component to increase player movement speed.
It works perfectly on flat terrain. However, when a player with high speed (e.g., 2.0x multiplier) runs up slopes or hills, they experience severe rubber-banding (getting pulled back to previous position).
[My Environment]
* This is a PvE server.
* I have already disabled most server-side anti-cheat convars (e.g., `server.secure 0`, `antihack.flyhack_protection 0`, `antihack.speedhack_protection 0`, etc.).
* Even with these settings, the physics engine seems to reject the movement on steep slopes.
Crucially, this issue DOES NOT happen to Admins.
* Admins: Can run up slopes at 2.0x speed smoothly without any issues.
* Regular Players: Get rubber-banded / lag-backed immediately when running up slopes.
What I've tried:
Gemini and I tried to bypass this by:
1. Pausing FlyHack/SpeedHack detection (`player.PauseFlyHackDetection`).
2. Resetting `speedhackDistance` every frame.
3. Updating `lastAdminCheatTime` to `UnityEngine.Time.time` every frame (to trick the server into thinking an admin command was used).
4. Clamping the Y velocity in `FixedUpdate`.
Despite these efforts, regular players still suffer from rubber-banding on slopes.
Here is the logic I'm currently testing:
Is there any other server-side check that restricts player movement on slopes (specifically for non-admins)? Or am I missing something in the physics calculation?
Any advice would be greatly appreciated. Thank you!
Edited by MooDDang0 answers to this question
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