I want to spawn a block that becomes collidable for certain players that are inside it only after they get out of that part. Here is how it works:
- The server script creates NoCollisionConstraints for the collisionfiltering for everyplayer on a region equivalent to the blocks size and pos (which doesnt have any orientation, so the region is aligned with it).
- To remove the constraints, I tried to check magnitude on a loop, then regionswithwhitelist on a loop, and then I tried checking with TouchEnded. All of them server-sided.
- All of these options bump the players sometimes because of connection lag, so I added a clone of the check function to a localscript, like a double check.
It wont matter if I put a localscript like this that can be exploitable right? Its not like exploiters wouldnt insert their own NoCollisionConstraints anyway.

2 comments
Just because character movement is done on the server doesn't always mean that latency will be very visible. For example, movement can be simulated both on the client who is moving and the server.
What happens is that a minimum of latency is enough to bump the player. I used to add the nocollisionconstraint server side, and then continuously checking it on server and locally. While local has better responce, server didnt. This game was a bomberman one, and while the server get signals to place bombs the clientside character move away from the position of where the bomb should be spawned, an