Anti saveinstance() script

Hello everyone.
My friend made an anti saveinstance() script, but he don’t want to give me any info about this.
So, can u tell me something about this thing

There is no way to combat saveinstance(). It literally just saves all the data on the client.

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It probably just detects a memory spike on the client.

saveinstance (for dex atleast) takes up lots of memory

you can try using gcinfo() to detect spikes in memory
Tell me your results

[Edit: I now have a private anti dex and anti save instance :slight_smile: ]

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Please don’t add any memory detections to an actual game. They’re very unreliable and will result in false positives. Memory spikes can happen to anyone for any reason, especially lower end device users.

That being said, there isn’t a way to fully prevent saveinstance, since the map and other instances just have to be downloaded on the client for the player to be able to play the game, so malicious actors will always be able to access them.
Even if you do the trick to make studio error when trying to load its generated file, it can be easily edited out with a text editor.

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It’s called memory checks witch are unreliable but if used right can be very helpful.

1 Like

You shouldnt be replying on 2 year old threads.

Message them.

2 Likes