If you're tired of seeing players hovering over your maps like they've suddenly developed superpowers, getting a solid roblox anti fly script r15 into your game is probably at the top of your to-do list. There is nothing that kills the vibe of a competitive game faster than an exploiter who thinks they're being subtle by floating ten feet above everyone else. It ruins the balance, frustrates your legitimate players, and honestly, it's just annoying to deal with as a developer.
The thing about R15 avatars is that they have a few more moving parts than the classic R6 rigs, but the core logic for detecting a "fly" exploit remains pretty similar. You're basically looking for players who are hanging out in the air for longer than physics should allow. In this post, I want to walk through how you can build a reliable detection system that doesn't accidentally kick people just because they have a bit of lag or hit a weird ramp.
Why R15 needs specific attention
When you're working with R15, you have fifteen different body parts to account for, but for the sake of an anti-cheat, the HumanoidRootPart is still your best friend. It's the central hub of the character's movement. Some people try to track the feet or the head, but if an exploiter is using a fly hack, they are almost always manipulating the position or velocity of that root part.
One reason R15 can be tricky is the way animations play out. Sometimes a specific emote or a weird collision can make the rig look like it's doing something it's not. If your script is too sensitive, you'll end up banning kids who were just lagging while trying to climb a ladder. We want to avoid that. We're looking for sustained, intentional flight, not a momentary glitch in the Matrix.
The basic logic behind fly detection
Before we even touch a line of code, let's talk about how we actually "see" a flyer. A player is flying if: 1. They aren't touching the ground (FloorMaterial is Air). 2. They aren't sitting in a vehicle or on a seat. 3. Their vertical velocity (the Y-axis) is staying suspiciously stable or moving upward without a jumping force. 4. They stay in this state for more than a couple of seconds.
If you just check for "Is the player in the air?", you'll flag everyone who jumps. That's bad. If you check "Are they moving up?", you'll flag everyone on a trampoline. The secret sauce is duration and consistency. We need to check if they are defying gravity for a prolonged period.
Setting up your roblox anti fly script r15
I usually recommend putting these scripts in ServerScriptService. You never want to run your primary anti-cheat on the client (the player's computer) because an exploiter can just delete it or disable it. If it's on the server, they can't touch it.
Here is a basic structure for a script that handles R15 fly detection. I'll keep it simple so you can tweak it to fit your game's specific movement speed.
```lua local Players = game:GetService("Players")
Players.PlayerAdded:Connect(function(player) player.CharacterAdded:Connect(function(character) local humanoid = character:WaitForChild("Humanoid") local rootPart = character:WaitForChild("HumanoidRootPart")
local airTime = 0 local maxAirTime = 3 -- Seconds they can be in the air before a flag while task.wait(1) do if not character or not rootPart or not humanoid then break end -- Check if they are actually in the air if humanoid.FloorMaterial == Enum.Material.Air then -- We also check if they are in a state like 'Falling' or 'Jumping' local state = humanoid:GetState() if state ~= Enum.HumanoidStateType.Jumping and state ~= Enum.HumanoidStateType.Freefall then -- If they aren't jumping or falling, but are in the air that's fishy. airTime = airTime + 1 else -- Even if they are falling, if they've been 'falling' for 10 seconds, something is wrong. airTime = airTime + 0.5 end else airTime = 0 end if airTime >= maxAirTime then print(player.Name .. " is suspected of flying!") -- You can kick them, or just teleport them to the ground -- player:Kick("Fly hacking detected.") airTime = 0 end end end) end) ```
Making it smarter with Raycasting
The script above is a good start, but it's a bit "dumb." It relies on what the Humanoid thinks it's doing. Professional exploiters can sometimes spoof their Humanoid state to make the server think they are constantly "Freefalling" even while they zip across the map.
To get around this, we can use Raycasting. This is where the server shoots a literal invisible laser beam from the player's feet down to the ground. If that beam doesn't hit anything for a long distance, and the player isn't actively falling at a high velocity, they are definitely flying.
In an R15 rig, you'd cast the ray from the HumanoidRootPart.Position. If the distance to the nearest part below them is 50 studs and they aren't falling fast, you've caught them red-handed.
Handling the "Lag" problem
One thing that drives me crazy in some Roblox games is getting "rubber-banded" back to a spot because I had a 200ms ping spike. If you use a roblox anti fly script r15 that is too aggressive, you'll punish players with bad internet.
To solve this, don't just check their position once. Check it, wait a second, and check again. If they moved 100 studs horizontally while staying at the exact same height in the air, that's not lag—that's a flight script. Lag usually results in jerky, inconsistent movement, whereas fly scripts are often very smooth or "perfect."
I always suggest having a "violation" counter. Don't kick on the first suspicious movement. Give them three or four "strikes" within a minute. If they hit the limit, then you take action. This saves you from a lot of angry messages in your Discord from players who just had a lag spike.
Why you should teleport instead of kick
Honestly, I'm a big fan of "soft" punishments first. Instead of kicking a player immediately, why not just teleport them back to the last place they were on the ground? It's much less disruptive for someone who might just be experiencing a bug.
If the script detects flight, you can do something like: rootPart.CFrame = lastGroundedLocation.
If the player is actually hacking, they'll get frustrated and leave because they can't go anywhere. If they were just lagging, they'll just think the game is a bit buggy but they won't lose their progress. It's a win-win for player retention.
Final thoughts on game security
No roblox anti fly script r15 is 100% perfect. It's an ongoing battle between developers and the people making the exploits. The best thing you can do is keep your logic simple and your server-side checks robust.
Remember to account for things in your game that should let players fly. If you have jetpacks, power-ups, or flying mounts, make sure your anti-cheat script knows to ignore players who have those items equipped. You can do this by adding a simple BoolValue inside the player called "IsAllowedToFly" and having your script check that before it starts counting their air time.
Anyway, hope this helps you clean up your servers a bit. It takes a little trial and error to get the timing right, but once you do, your game will feel a whole lot more professional and fair for everyone involved. Keep building and don't let the exploiters get you down!