Is there anyway for someone to access the children inside serverstorage in a filtering enabled game? Because if I'm making a game and I have my remotes in serverstorage I don't want exploiters to be able to just print the children and use the remotes.
I guess what you could also do (if you want to use ServerStorage that badly) is you could fire a server event to the server script which later fires a client event to the local script with server storage as a property then fire another event (that's inside server storage) and there, but it's too much of a hassle
Exploiters fundamentally always must have access to all your remotes, because if they do not, clients do not. Exploiters will ultimately always be able to intercept and fire any remotes with any arguments at any times. You should secure your network architecture.
If a client can't access a remote, they can't use it, but neither can the server.
RemoteEvent
s should go into game.ReplicatedStorage
, preferably in a folder named Network
or Remotes
.