How do you detect dark dex?

Sure, I’ll get someone to test it for me.

In my eyes, the only way to get rid of dark dex, is having an anti-injector, that fully eliminates the possiblity of dark-dex, and the exploit itself.

Yeah well, that’s getting rid of it.

I have a decent-idea, detect if any UI’s are over the normal amount, using descendant-added or so, and kick the player if suspicious object’s are added, and have some sort of server-script, with some sort of method to constantly check if the client-script was destroyed.

That was practically the idea I sent before I deleted that post, but even if you did manage to detect the GUI being added, it’s quite unlikely that you’ll be able to kick the exploiter.

Those are the old versions of dark dex that are not widely in use anymore.

Sigh of sadness dex goes into core gui, or player gui, some are external but no there is no server sided way as guis don’t even replicate let alone exploit one’s.

Oh no not another script ware fan boy… listen script ware and synapse both good, as far as the disassembler and decompiler I agree script ware is better, everything else is just greatly exaggerated synapse has unlimited script functionality compared to other executors. Can it be detected? Yes. So it doesn’t really matter, let’s not play the “who’s better” game.

This thread has existed since 2020. Why do people continue to bump this thread? Gui can only be detected client-side. Anything on the client can be spoofed or otherwise disabled. This is entirely pointless.

As I’ve said a long time ago somewhere in this thread, you should instead focus on securing your game on the server’s end. Client-side anti-exploit systems are almost entirely useless. It shouldn’t matter if somebody can see your assets/code. If it’s secure, exploiters will only be able to do a limited amount of things.

Also, detecting lag spikes is rather ridiculous as anyone can potentially lag from anything. That also assumes that the exploiter is using Dex instead of some other improved explorer that doesn’t lag.

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Already explained this… Read before answer.

Even if there was a server-sided option, injector/script executor developers can just prevent whatever method you use from replicating.

Also, I’m still waiting for whatever proof you have of it working in the first place.

Why do you keep bragging about your scuffed methods of detecting exploits? It’s not clever, and sure as hell won’t hold its own if roblox updates literally anything in the coregui. Especially since you think you can just rely on the client? Exploiters can hook into anything.

local mt = getrawmetatable(game);
local oldnc = mt.__namecall;
setreadonly(mt,false);

mt.__namecall = function(self,...)
	local method = getnamecallmethod();
	if method == "GetDescendants" and self == game.CoreGui then
		return game.CoreGui.RobloxGui:GetDescendants();
	end
	
	return oldnc(self, ...);
end
setreadonly(mt,true);
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I don’t rely on the client and it’s not even safe to do so.

It sounds infeasible to me that you don’t rely on the client for something only the client has access to.

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you can’t use GetDescendants on CoreGui, using it will result in an error you should make it so that self is game enviroment.

Before didn’t you say you relied on client replication?

They were demonstrating what an exploiter can do

Never said I relied on the replication itself.

It isn’t possible, at least to my and many other people’s knowledge.

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Omg super important!!

(guys why would this be important.)

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