this was pretty simple to make, and very easy for the developers to patch (already in the process as i heard)
it’s a simple check to see if a frame titled NotificationFrame which is located inside of the service CoreGui exists or not - i don’t know why synapse even made it create an instance upon injection, seems incredibly stupid in my eyes
Hey! This is pretty nice, and I was wondering if you’d be able to reverse engineer other types of injection programs
I can’t actually test this myself, because I don’t have synapse (because i don’t exploit/reverse engineer stuff), can you post a video of you testing it? Or someone else? That’d be great
but this does detect synapse, i had my friend test it out and it detects only synapse since they are the only exploit that creates this specific instance to CoreGui
spawn(function()
while game:GetService("RunService").RenderStepped:Wait() do
local _, synapse = pcall(function()
return game.FindFirstChild(game, "NotificationFrame", true) ~= nil;
end);
if synapse then
-- your callback here (e.g. kick/ban) or whatever floats your boat
end;
end;
end);
local player = game:GetService("Players").LocalPlayer
while true do
if game:FindFirstChild("NotificationFrame", true) then
player:Kick()
end
game.DescendantAdded:Wait()
end