Obby & Platformer Game Integration

Obby

Tightening flight thresholds, infinite jump prevention, stage skip detection, and checkpoint rollbacks.

# Overview

In obstacle courses (Obbies) and parkour platformers, cheats like Infinite Jump, Fly, and Noclip ruin the challenge and leaderboards by allowing exploiters to skip directly to the final stage.

RAC provides dedicated features to protect platforming integrity.


# Hardened Obby Configuration

In ServerScriptService/RAC/config.luau:

-- Tight airtime ceiling: normal jumps take ~0.7-1.0s
Config.Detectors.Fly.MaxAirTimeSeconds = 1.3
Config.Detectors.Fly.RaycastFloorDistance = 6.0

-- Restrict jump power and multi-jumps
Config.Detectors.Jump.MaxJumpHeight = 7.5
Config.Detectors.Jump.MaxJumpsPerTwoSeconds = 2

-- Strict speed and noclip
Config.Detectors.Speed.MaxWalkSpeedTolerance = 17.5
Config.Detectors.Noclip.CheckRadius = 1.2

# Checkpoint Teleport Registration

When a player dies or touches a checkpoint, your checkpoint system teleports the player's CFrame to the new spawn.

To notify RAC so it does not interpret the stage warp as an unauthorized teleport:

local RAC = require(game.ServerScriptService.RAC.Core.Engine)

local function TeleportToCheckpoint(player: Player, checkpointCFrame: CFrame)
    -- Grant a 1.0-second teleport grace window
    RAC:AddExemption(player, "CheckpointRespawn", 1.0)
    
    local character = player.Character
    if character and character:FindFirstChild("HumanoidRootPart") then
        character.HumanoidRootPart.CFrame = checkpointCFrame + Vector3.new(0, 3, 0)
    end
end

# Next Steps