Oh yes you can actually. If the GetGuiObjectsAtPosition == nil then that means that there was a gui where the mouse hovered over, but that gui is in the coregui, so they have a very good whitelisting to prevent that from false detection on other prompts. You can detect coregui GUIs with that property I really can assure you. It’s just u cant tell if that coregui is good or an exploit since u have no way of whitelisting/knowing, but they somehow whitelisted the good ones already.
Lag heavily is actually caused by their anticheat, if you exploit there, they have a hidden localscript that gives u immense lag and then u get the 20 hour ban.
You guys are taking about football fusion if I’m correct. And you said they detect dex with getguiobjects and non memory checks, but When you spoof memory and rerun something random then you can execute it.
Maybe in terms of popular games, yes, however I would disagree in general.
I have a few maps on a hidden account which instantly detect CoreGui injections with little to no false positives, and even Dex with synapse’s gui protection applied to it can’t get around it.
I’ve patched other things, including most major hidden properties
FYI even if this was viable this would be easily bypassed, exploiters can overwrite any functions you use including but not limited to GetGuiObjectsAtPosition, collectgarbage('count'), GetTotalMemoryUsageMb. They don’t even have to spoof the values they can yield the function basically forever as to not allow tracking memory changes
This is why a client anti-cheat is futile, and even if the program the exploiter is using does not have access to these function hooks, its simple as disabling every LocalScript in the game and your entire client anti-cheat has been disabled giving them free reign to execute Dex and the likes.
Dark Dex is practically a simulation of Roblox Studio in which exploiters can easily view objects in the game and manipulate them and their corresponding properties locally. It maps all of the instances in the game (which are viewable to the client) in a Roblox Studio like UI for ease of access.
Well, they detect dex with memory or garbage collection. But, in smaller light-weight GUI cheats, they don’t detect those, but if you hover your mouse over dex if it did slip in undetected or hover your mouse over an illegal gui, it will detect both of those upon simply moving your mouse over them.
I wonder if I can get dex to get inserted into that regardless. I’m guessing I could. But, that’s already impressive enough really. It ain’t easy to accomplish that task, I wonder why must it be tucked away on alts if it’s so good though I’m sure it’d be good to have other brains test it too ya know.
You know dark dex, but you’ve never attempted to call/reference to game:GetService(“CoreGui”) before? Please try to do a .ChildAdded on that and let me know how it goes, supposedly it sounds easy in hindsight. But, it’s best we let the results do the talking, not me.
You guys are wasting time. There is no point trying to detect Dark Dex. I’m not sure if you realise this, but exploiter aren’t just limited to Dark Dex. Dark Dex is just a UI they use for ease of access. They can literally just use GetChildren and find the game tree themselves, you should spend time securing your games instead of trying to prevent something which can always be worked around…
I hope you also realise that Dark Dex is not the only interface for this type of stuff. There are way more choices for exploiters than Dark Dex.
Dark Dex is a exploit menu that is basically a client sided roblox studio explorer. It can be problematic because it can show things and modify thing that would be impossible to a normal user. Here is what it looks like:
P.S: That’s not my image and you could have just googled it your self…
I guess, nobody is gonna say to use the direct reference over the GetService reference. But, if you can stop cheats, wouldn’t that be a win. Football fusion’s anticheat is heavily client-sided, and yet it’s proven to be extremely effective.
I know securing remotes is important, Prison Life is a great example of mob/exploiter-rule when they neglect their game completely. That’s literally the reason I want to study and prevent stuff. I seen how disgracefully insane it can get.
It ain’t just “oh it’s client-sided, I can’t have that”, cause yes, you can and always will stop people in the client. It works, even in exploiter forums they admit that the client-anticheat is sometimes very powerful and with encrypted remote communication, it’s even more difficult to stop.
I understand what your saying, but my point is that there is no point specifically preventing one thing (dex), you need to prevent the general concept/idea. Sure, you can stop dex by checking for memory spikes but do you really think every script is gonna have memory spikes like dex when you execute it?
It may seem like a win but in reality you’ve just wasted your time, because in the end there is always gonna be another script exploiters can use to do the exact same thing, but better.
Your knowledge on how to prevent dex won’t help you in any long term case and it certainly won’t prevent exploiters in general from doing the things dex does.
That doesn’t matter at all, lol. I am an anti cheat developer and let me tell you right now it won’t work, there are ways to detect dex you can try a game I worked on with my friends here: Hidden Anti Cheat V4 - Roblox
(No it’s not memory checks)
It detects (most versions of dex), even in core gui, but non of them can mention: game:GetService("CoreGui") thats locked to developers.
Because people will try to steal his methods to sell, distribute, use, or patch them. So the best way is to just keep it private, and parent it to nil to prevent it being visible with dex if they manage to bypass. Yes, I know there are script decompiler’s, and script dumping but if you have a super long script, on the client and make it clone during memory spikes you can stop that.