[PATCHED] Detect Synapse X on injection with this one simple trick!

It’s Roblox’s role to enforce Roblox’s rules. If developers’ rules differ from Roblox’s rules, it’s up to developers to enforce those rules. If I run a game where I prohibit spoilers for popular movies, that rule is my job to enforce. Modifying your client to cheat at games is against Roblox’s rules, so it’s Roblox’s job to stop people from doing it.

Not everything is just magically “developers’ responsibility”, especially when Roblox has more money, information, and control over the behavior of clients than individual developers do.

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My question is: why don’t the developers of these script executors fuzz every roblox function and check if the error messages are different between a normal roblox client and an injected one?

Script executors bugs of this nature have seemed to have been discovered for years.

You talking about stack tracing? Most executors (including Synapse X) have dedicated functions implemented for the specific purpose of rerouting the stack/scope to make the error messages less sus and to mitigate those recursive getfenv() checks inside trivially accessible data containers such as modules and getrenv().

Its sad that this was patched but they print that its injected?

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We need to keep In mind that exploiters have FULL ACCESS to their client, making “anti-injection” would ONLY IN SOME CASES be useful, I’m saying this because some executors especially the ones that are free wont have a way to bypass these types of scripts.

But either way I support what you’re trying to do!

dont code something like that :frowning:

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why yes they can delete it if they know where but if they cant even inject it to open dex or whatever how would they know where it is??

Ok. so, it’s called using a different executor to do that job. They can use another executor like Scriptware which has never been detectable compared to Synapse.

yes, anything stored in client memory can be deleted. you can literally use programs to delete memory.

isnt this so easy to make this not patched you can do if this script doesn’t work in the server scripts the player gets destroyed and character and if they dont have a character the player can get kicked even in server scripts

tried that but apparently the local script kept working so it didn’t work, they’ve probably patched it some other way and not by making the local script to stop functioning.

wow who knew that releasing a detector for one of the most powerful exploits, for absolutely no cost, would be patched not even a few weeks later? : D

no I meant if the server scripts can find the child that detects syanapse x

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can u explain more please? because i would like to script that and see if it works

pretend the script than detects the hack is called main client in player scripts

if Player:findfirstChild(PlayerScripts.MainClient) = nill then
Player:Destroy --incase it bypass syanpse x
player:Kick

exploiters can either just make FindFirstChild return true with specific args or hook Player:Destroy() to return an empty function

Prove it then it’s like you say exploiters. can get the owner of a games location with synapse x

they can’t do that but they certainly can hook the __index and __namecall metamethod read up on it

show proof that synapse x can do it

go learn about metatable and u will know why they can