Obby & Platformer Game Integration
ObbyTightening 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
- Explore Vehicles & Custom Movement.
- Learn about Creating Custom Detectors.