How do you detect dark dex?

Actually no, AncestryChanged still keeps detecting this.

You realize exploiters can just halt a localscript’s thread without using .Disabled or destroying it, and that they can edit a localscript’s code? If they really wanted to, they can even prevent server-to-client or client-to-server replication.

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The “information” some people are giving in this thread is absolutely abysmal.

There is NO reliable, one-size-fits-all way to detect Dex, or any client-only exploit for that matter. Or, atleast there’s no known way to bypass Roblox’s security context system, preventing localscripts from accessing the CoreGui in the first place, or even referencing it.

Exploiters have full access to their client, meaning they can disable replication of things, edit a scripts variables, edit a script itself, completely halt a script’s execution without destroying it or using .Disabled, and a myriad of other things.

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Okay, true. Nothing is perfect. I am trying to get around this but it’s gonna be hard.

Awhile ago, one known developer (name will not be disclosed) found a way to detect Dark Dex and any injections through very specific memory usage value, something insane like 0.00000017 MB or so. This led the exploit team to try and figure out what was causing their software being detected 99% of the time for months.

This scenario shows how insanely difficult it can be for detecting Dark Dex, as well as patching it. Dark Dex, is in fact, created by developers who are also well-knowledged in anti-cheats; so basically, they could be anyone in this thread.

There isn’t going to be a universal way to detect exploit software, since the exploit developers can just bypass anti-cheats eventually. That’s why it is crucial for developers to develop and maintain their own anti-cheat methods based on their game’s framework. That’s why companies hire cyber security experts; it’s a job that maintains security of the company’s work.

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Get connections —> disable ancestry changed connection.

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Ok, good point here. Didn’t realize that. I’ll need to work around that then.

Memory detection systems are usually not recommended.

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This thread is still going? Hasn’t it been said many times before, you can’t patch it even if you try to manipulate CoreGui, the exploiter legit just has to run syn.protect_gui and you’re gone.

Instead, use your time protecting your remote events and implementing sanity checks.

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Yeah, people just want anti-cheats that detect these things so they don’t have to worry about poorly protected events

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Yes, but you missed the part where I said that it is a scenario where extemely specific values such as memory usage values of 0.00000017 MB caused the exploit software to be patched.

My post was not meant to tell you to use memory detection systems. It was meant to show an example of how difficult it is to find preventive measures to exploits.

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I have a question. Are my remotes secure if they are only server to client and almost everything (Except Camera script, guis, and movement script) is server side?

I mean you can try making it so everything is in serverstorage or serverscriptservice. There stealing it from a clients perspective so they cannot steal server scripts. Theres not really a way to detect dark dex (that I know of).

Dex is practically undetectable, even if it is, exploit devs will fix it eventually and this thread is still on

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Yeah everything is in server storage expect spawn, walls, baseplate, and 4 wedges.

Your as incorrect as 3ds’s V3 testers, Script-Ware is far better then synapse, Synapse Decompiler can be blocked with literal if statements, Obfuscation and like 6 more methods that are more complex and indepth. Synapse’s “Protected” Environment can be hooked with the most goofy detection ever on synapse’s side, There is still multiple injection detection methods for synapse and synapse crashes on getconnections, Synapse hookmetamethod is detectable via a way that im not leaking, syn.secure_gui is detectable via the most basic crap (even checking the amount of guis in coregui works) ← that being crystal anticheat breaks through syn.secure_gui but not gethui and thats the same for simple admin anticheat and adonis anticheat (garbage). Script-Ware has no issues along any of these lines, if you disagree then send me all the evidence of you detecting script-ware because ill bet theres 0, Script-Ware gethui’s detection and hook’s are impossible to perform because the developer of script-ware elevated the script Identity to 3 :slight_smile:

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forgot to mention script-ware has a disassembler and its more readable then the synapse decompiler and it cannot be blocked by obfuscated, spam and overloading, script-ware also has alot more Environment security so you cant actually get anything from script-ware’s env or function library. Synapse is a great detection for your game because its very insecure

You cant just block a decompiler with if statements, how in the world would that work. If decompiler then destroy?

Hooking meta methods used to be detectable by checking the call stack, synapse has patched this, along with the other methods.

Checking the amount of guis in coregui can be wrong in many ways, you can’t just check #CoreGui:GetDescendants() because they could launch dex as the game opens, or other normal

Same goes for you, send me all your evidence of you detecting synapse and krnl. Bet there’s 0 as well

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‘(even checking the amount of guis in coregui works)’, you are right. I made an anti dex using this.

How’d you access the CoreGui in the first place? And what if Roblox just updates it, adding a new Gui? You might lose a lot of players if you have this method of protection on your game and you don’t react in time.

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