While this is a unique method to prevent exploits, it’s worth noting that this is entirely client-sided, meaning it can easily be bypassed by an exploit that does not create an instance named NotificationFrame. I would strongly recommend avoiding client-sided ‘anti-exploit’ scripts/modules altogether - even if they seem to work effectively, there are always ways around it.
Furthermore, the script you gave (synapse_detection.lua) is awfully inefficient, not only is the spawn block unnecessary but running such a block of code on RenderStepped of all things is by far worse, at least in terms of performance. For future reference, I would suggest connecting to the ChildAdded event in whichever instance you’re trying to check, instead of polling in RunService events or while loops.
I see posts like this; These are meant to be hidden from the community because the longer we can preserve these things the more exploiters we can catch; And this is an exploit that no doubt will be patched however it has been known for a while; Now that it#s brought to light there will have to be a new method invented.
In a way, you’ve tried to help, but in doing so rendered the method useless when the exploit devs will update it.
There is little to no purpose of this as you release it for it to essentially get patched.
these detections are easily bypassed, something like this in the exploiter’s autoexecute would work
local a
a = hookfunction(game.FindFirstChild, function(useless, whatweneed, stilluseless)
if whatweneed == "NotificationFrame" then
return
end
return a(useless,whatweneed,stilluseless)
end)