fireEvent.change(usernameInput, target: value: 'testuser' ); fireEvent.change(passwordInput, target: value: 'testpassword' ); fireEvent.click(submitButton);

. Instead of a local script that "kills" a player only on their screen, use this on a Part to ensure the server registers the hit: -- Place this in a Script (not LocalScript) inside a Part trapPart = script.Parent

Malicious scripts seek out "backdoors" or "infected models" hidden within a game's code. If a developer accidentally uses a model with a hidden script, it can give an attacker "server-side" access, effectively bypassing FE protections. Conclusion

Stability: The server acts as the "source of truth," preventing desync issues where players see different versions of the same game.