How do you detect dark dex?

Rather than check if the gui is ran or not, u should check what data it reads. I’m pretty sure dark dex is detected with metatable tampering, and not with gui parenting in most cases.

Either way, detecting metatable tampering is a lot more efficient, cause gui parenting can be bypassable.

CoreGui won’t allow you to check for dark dex. If there are ways to detect it, then you should research on that. I don’t think a lot of people know how to do this, so you’re out of luck.

This is an server-side version of Dex designed to be used on SS executors/script builders, it normally parents to PlayerGui, the LoadData remote is for server-client communication, you cannot use require(assetId) on the client as no executors bypass that.

(I know all of this because I used the exact same thing and modified it aswell)

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I’ve actually got someone to test dex with synapse in my game (does not use memory checks)

You have many posibilities to do stuff as a developer. Detecting exploits, UIs or even scripts is very possible (you can even get the constants from their script and remake it if you’re smart enough)

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I’m literally clueless on how that’s possible.

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You can memory log, but it’d be unreliable

Synapse spoofs memory, so yeah, that wouldn’t be very reliable as you said

If you could make the game public that would be very helpful

(This might be it: Anti Cheat - BG - Roblox. Anti-cheat doesn’t seem to work though)

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Exactly. You don’t have a reliable way to detect dark dex. Nobody has. It is client-side after all, how much can you realistically achieve? Also, if you are so scared of decompilation, why not just obfuscate? I’d have thought someone “able” to get constants from exploiter scripts would at least know about obfuscation.

I don’t need it for myself. I asked on behalf of the other members of the dev forum unable but willing to do this stuff. Oh, and by the way, I was just referring to

“get constants from exploiter scripts” :rofl:

(you can even get the constants from their script…

that you stated. Any methods to detect anything client-side are unreliable and not worth anyones time (unless used as a hurdle). Keep remotes secure

Obscurity =/= Security

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Not sure if this is reliable or not but

repeat wait() until game:IsLoaded()
wait(2);
local diff = 10000000

while game:GetService("RunService").RenderStepped:wait() do
    local first = gcinfo()
    wait(0.1)
    local new = gcinfo()
    if diff == 10000000 and new - first > 1 then
        diff = (new - first) * 10
    end;
    if diff < new - first then
        wait(0.2)
        game.Players.LocalPlayer:kick("\nDetected\n Dont use Exploits\n GCI = " .. new - first)
        wait(3)
        if game.Players.LocalPlayer ~= nil then
            game.Players.LocalPlayer:Destroy()
        end
    end
end

It seems to be working.
Edit: Yes ik exploiters can just hook gcinfo and bypass this but this should prevent some people from exploiting.

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Notice how this topic has been going for several months, over 200 replies, and not a single reply from the original poster…

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Like DexStorage? but dexstorage parent is nil.
Like That :

||DexStorage = Instance.new("Folder")|
||DexStorage.Name = "Dex"|
||DexStorageMain = Instance.new("Folder",DexStorage)|
||DexStorageMain.Name = "DexStorage"|
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I made an integrity check so hooking gcinfo would trigger the anticheat, but gcinfo isnt the best way.

Would love to see how you do it if you don’t mind

Uh, nope can’t cause there is not reliable way. Every way will work but be flawed. Only Football Fusion has a good way, but we’re not supposed to know it.

Football Fusion has a method that detects changes in the CoreGui, as well as memory checks. Since the map is so small, they can get away with memory checking without causing much harm. However, apple users face struggles of getting banned frequently on this game. Nevertheless, you can get away with memory detection as long as you’re using it with caution and kicking instead of banning.

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You don’t, synapse is very good with their protection and uses syn_protect on uis.

Bruh… you press X, or exit fullscreen with F11, Or press Alt + F4 or press windows icon so you can close roblox from the bar

What about mobile players… I don’t think they will be able to leave

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