Roblox anti teleport script development is one of those hurdles every creator hits the moment their game starts getting a bit of traction. You've spent weeks, maybe months, polishing your map and balancing the economy, only to realize some kid with a free exploit menu is zipping from the spawn point to the final boss in half a second. It's frustrating, and honestly, it can ruin the experience for everyone else who's actually trying to play the game the right way.
If you're looking to protect your game, you've probably realized that there isn't a single "magic button" to stop exploiters. However, understanding how to build a robust system to catch these teleporters is a massive step in the right direction. It's all about setting up a digital bouncer that keeps a close eye on where players are and how fast they're getting there.
Why Teleporting is Such a Pain for Devs
The main reason people want a roblox anti teleport script is that teleporting breaks almost every game loop imaginable. In a racing game, they finish instantly. In an obby, they skip the hard parts. In a simulator, they grab all the high-value loot in seconds.
The tricky part is that Roblox handles movement on the client side to keep things feeling smooth for the player. This is great for preventing laggy movement, but it gives exploiters an opening. Since the client (the player's computer) tells the server "Hey, I'm over here now," a script can easily lie and say, "I'm actually at the finish line."
The Core Logic: Magnitude is Your Best Friend
At the heart of almost every roblox anti teleport script is a simple math concept called magnitude. In Luau (Roblox's scripting language), magnitude is just the distance between two points in 3D space.
The logic goes like this: 1. The server records a player's position. 2. A short moment later (maybe half a second), the server checks the player's new position. 3. The server calculates the distance between those two points. 4. If that distance is way higher than what should be possible based on the player's WalkSpeed, you've caught a potential teleporter.
It sounds simple, right? Well, it is, but there are a lot of ways it can go wrong if you aren't careful.
Dealing with the "Lag Factor"
One of the biggest mistakes new developers make when writing a roblox anti teleport script is being too strict. If you set your threshold exactly at the player's WalkSpeed, you're going to end up kicking or "rubber-banding" innocent players who are just having a bit of a lag spike.
We've all been there—your internet hiccups, the game freezes for two seconds, and when it catches up, your character snaps forward. To an unoptimized script, that looks like a teleport. To the player, it's just bad Wi-Fi. If your script kicks them for that, they're probably not coming back to your game.
To fix this, you need to add a "buffer" or a "grace period." Instead of checking every single frame, maybe check every second and allow for a distance that's slightly higher than the theoretical maximum. You can also implement a "strike" system. One suspicious movement? Maybe it's lag. Five suspicious movements in ten seconds? Yeah, that's an exploiter.
Server-Side is the Only Side
If you put your roblox anti teleport script inside a LocalScript, you might as well not have one at all. Exploiters have full control over what happens on their own machine. They can see your LocalScript, they can disable it, and they can even delete it before it ever runs.
For an anti-cheat to be even remotely effective, it has to run on the server (inside a Script in ServerScriptService). The server is the "source of truth." It doesn't care what the exploiter's client says; it only cares about what it observes happening in the game world.
How to Structure Your Script
When you're actually sitting down to write the code, you'll want to use a loop or a service like RunService.Heartbeat. Using while true do wait(1) end is okay for beginners, but Heartbeat is generally more reliable for high-performance games.
You'll want to create a table to store the last known position of every player. Every time the loop runs, you compare the current HumanoidRootPart.Position to the one stored in your table. If the distance is okay, you update the table with the new position and move on. If it's too far, you trigger your "punishment" logic.
What Should the Punishment Be?
This is a hot topic. Should you kick them? Ban them? Or just move them back?
I usually recommend "rubber-banding" first. This involves teleporting the player back to their last "valid" position. It's less intrusive for players experiencing lag, but it completely nullifies the exploiter's teleport. If they keep trying to teleport and keep getting snapped back, they'll usually get bored and leave. Save the kicking for when you're 100% sure, or if they trigger the check multiple times in a very short window.
Adding Raycasting for Extra Security
If you want to get really fancy with your roblox anti teleport script, you can start looking into raycasting. Magnitude checks are great for distance, but they don't know how the player got there. They could have clipped through a wall.
By casting a ray between the player's old position and their new position, you can check if there are any static objects (like walls or floors) in the way. If a player moved 20 studs but there's a massive brick wall between Point A and Point B, they probably cheated to get through it. Just keep in mind that raycasting is more "expensive" for the server to calculate, so you don't want to do this for every player every single frame.
The Problem with Vehicles and Moving Platforms
One thing that will absolutely break a basic roblox anti teleport script is vehicles. If a player jumps into a car that goes 100 mph, their magnitude is going to skyrocket. If your script is only looking for WalkSpeed (which is usually 16), it's going to think the driver is hacking.
You need to account for the player's state. Are they sitting in a seat? Are they attached to a platform? If Humanoid.SeatPart isn't nil, you might want to disable the teleport check or significantly increase the allowed distance.
Similarly, if your game has "official" teleporters (like a portal to a new zone), you need to make sure your anti-cheat knows those are okay. You can do this by setting a "SafeTeleport" attribute on the player for a few seconds so the script ignores them while they transition.
Why No Script is 100% Perfect
It's important to have realistic expectations. The world of exploits is a constant game of cat and mouse. You build a better roblox anti teleport script, and the exploiters find a way to spoof their velocity or trick the server into thinking they're on a moving platform.
Don't let that discourage you, though. A solid script will stop 95% of the "script kiddies" who are just using basic exploits. The goal isn't necessarily to make a game that is impossible to hack—that's nearly impossible for even AAA studios—but to make it so difficult and annoying to hack that most people won't bother.
Final Thoughts on Implementation
When you're ready to drop your roblox anti teleport script into your game, do it in stages. I'd suggest logging the "detections" to the console or a private Discord webhook first without actually punishing anyone. See how many "hits" you get. If you see regular players triggering it while just playing normally, you know your thresholds are too tight.
Once you've tuned it and you're seeing mostly legitimate hits, then you can turn on the rubber-banding or the kicking. Game dev is all about iteration, and your anti-cheat is no different. Keep it simple, keep it on the server, and always leave a little room for a laggy player to breathe.
By taking the time to build a decent system, you're protecting the integrity of your leaderboards and making sure your hard work isn't bypassed in seconds. It's a bit of extra work up front, but it saves you a massive headache in the long run. Happy building!