How do you detect dark dex?

Oh no, it’s reliably detecting dex 100% even football fusion detects dex and they have 1-5k players on any hour: [READ ME] Football Fusion - Roblox

^ Go see. You can detect dex in a super reliable way, it’s just they don’t wanna disclose how.

I’ve been banned from that, already seen it. But I’m not sure these games are using official methods of detection. If released to the public they could get patched if not official. (Happened to a released method.)

So, you can see, the myth about being infeasible/impossible to detect dex (even syn.protect()) is debunked. You can detect dex even with a game that gets thousands of players reliably. It’s just the million dollar question is “how do these games detect it?”.

They’re not detecting the GUI, they’re messing with something else… just like I said. The side effects of having Dex.

If you start Dex before the game scripts execute, they don’t catch it, so they’re probably replacing some function that Dex calls at startup.

If reliable, not secure. These games are most likely using some kind of hacky methods to access coregui which can get patched at any moment if found out how by Roblox. If not using coregui I wouldn’t know what else.

But, they do it in a way that can support 1k+ players, a famous game, reliably. No memory checks, or anything ridiculous. It’s like they have Roblox given them access to the CoreGui and they just check if a child was added to it.

It’s because it’s done on the client.

Putting it in autoexecute bypasses that detection. Unless Synapse dex is somehow more vulnerable than the version I’m using.

Take a look at the patched method. Might give you some ideas.
(Worked with auto exec.)

Oh no, I read on another forum that some guy tried popping in dex on autoexec and he still got banned. It’s like they own the CoreGui.

If their Dex appears in CoreGui, then that’s a surefire way to get banned.

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I looked at it, that’s actually really hacky/bad. A notificationframe, that was just a small mistake on Synapse’s end last week or so. We want a way that is like…using a debugger to detect something almost invisible to the naked eye.

No matter what version of Dex Explorer is used it always appears in coregui.

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Here I will show you an example:

Showing me a version of Dex that appears in CoreGui does not prove that no version of Dex can exist that doesn’t appear in CoreGui

It does appear in CoreGui as a random string of alphanumerics, but the thing is…how can we as a developer know that a massive dex slide in there reliably? A memory check? game.DescendentAdded - how do you get its name and not false positive?

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Here’s an image of the latest dex’s coregui.

Now I will execute a older version.
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Both dexs appear. Newer versions of dex don’t show themselves in there own gui when you use them.

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I think CoreGui detection attacks are played-out at this point and won’t work. As I’ve said and shown via screenshots, versions of Dex are popping up that do not appear in CoreGui at all. Crystal Anticheat probably attacks some other part of Dex.

Sure they do. They just give you a warning when you try to expand it, telling you that it is the “System32 of Dex”.

Read what I just sent. You will understand.

The version you just shown isn’t new clearly. Older versions only tell show themselves and tell you that.
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^ by the way newer dex doesn’t have this arrow issue.