# Touched Events

When creating Touched events for BaseParts, they will work accurately when both objects are owned by the same Client/Server and collide. However if 1 object is owned by a Client and the other is owned by the Server (or a different Client), the touched event will not trigger reliably.

The most notable case of this being an issue is a Server Touched Event listening for Player Characters. The event gets triggered when the Client sees itself touching the object, not the Server. Meaning that not only is the Player not guaranteed to be actually touching the object from the Servers perspective, but it's possible a competent exploiter could falsely trigger a TouchedEvent with its Character regardless of where they are.
