Run it
Copy the script and paste it into your executor.
L_1_ = ;
L_2_ = {}
L_3_ = ;
L_4_ = ;
()
()
()
( .. (L_1_))
.(L_2_, L_1_)
;
()
()
()
()
L_2_[] >=
()
L_6_ = ;
L_7_ = ;
()
L_6_ ==
()
;
()
L_7_ ==
(L_11_arg0, L_12_arg1, L_13_arg2)
L_14_ = L_11_arg0.ClassName;
L_15_ = L_12_arg1 .. .. L_11_arg0.Name;
L_13_arg2[L_11_arg0.Name]
L_13_arg2[L_11_arg0.Name] =
;
L_13_arg2[L_11_arg0.Name] = L_13_arg2[L_11_arg0.Name] + ;
L_16_ = L_11_arg0.Name;
L_13_arg2[L_11_arg0.Name] >
L_16_ = L_11_arg0.Name .. .. L_13_arg2[L_11_arg0.Name] ..
;
( .. L_16_ .. .. L_14_ .. )
( .. L_15_)
( .. L_16_)
( .. L_14_)
L_11_arg0:()
( .. (L_11_arg0.Size))
( .. (L_11_arg0.Position))
( .. (L_11_arg0.Color))
( .. (L_11_arg0.Anchored))
L_17_forvar0, L_18_forvar1 (L_11_arg0:())
L_18_forvar1:()
( .. (L_18_forvar1.Part0) .. .. (L_18_forvar1.Part1))
L_18_forvar1:()
( .. L_18_forvar1.Name)
( .. (L_18_forvar1.Part0))
( .. (L_18_forvar1.Part1))
L_18_forvar1:()
( .. L_18_forvar1.Name)
( .. (L_18_forvar1.Part0))
( .. (L_18_forvar1.Part1))
L_11_arg0:()
( .. # L_11_arg0:())
L_11_arg0:()
( .. L_11_arg0.PrimaryPart.Name)
( .. (L_11_arg0.PrimaryPart.Position))
()
;
L_20_forvar0, L_21_forvar1 (L_11_arg0:())
L_21_forvar1:()
( .. L_21_forvar1.Name)
( .. (L_21_forvar1.Size))
( .. (L_21_forvar1.Position))
L_22_forvar0, L_23_forvar1 (L_21_forvar1:())
L_23_forvar1:()
( .. (L_23_forvar1.Part0) .. .. (L_23_forvar1.Part1))
L_23_forvar1:()
( .. L_23_forvar1.Name)
( .. (L_23_forvar1.Part0))
( .. (L_23_forvar1.Part1))
L_23_forvar1:()
( .. L_23_forvar1.Name)
( .. (L_23_forvar1.Part0))
( .. (L_23_forvar1.Part1))
;
L_19_ = L_11_arg0:()
L_19_
( .. L_19_.Name)
( .. L_19_.Health)
( .. L_19_.MaxHealth)
( .. L_19_.DisplayName)
( .. L_19_.WalkSpeed)
( .. L_19_.JumpHeight)
( .. (L_19_.UseJumpPower))
L_11_arg0:()
( .. # L_11_arg0:())
L_24_forvar0, L_25_forvar1 (L_11_arg0:())
(L_25_forvar1, L_15_, L_13_arg2)
L_11_arg0:()
( .. L_11_arg0.Name)
( .. L_11_arg0.TextureId)
( .. L_15_)
L_11_arg0:()
( .. L_11_arg0.Name)
( .. L_11_arg0.TextureId)
( .. L_15_)
L_11_arg0:()
( .. L_11_arg0.Name)
( .. L_11_arg0.TextureId)
( .. L_15_)
L_11_arg0:()
( .. L_11_arg0.Name)
( .. L_11_arg0.SoundId)
( .. L_15_)
L_11_arg0:() L_11_arg0:() L_11_arg0:()
( .. L_11_arg0.Name)
( .. L_15_)
L_26_ = L_11_arg0.Source;
# L_26_ >
( .. L_26_)
()
;
()
;
()
()
;
L_10_ = {}
()
()
L_27_forvar0, L_28_forvar1 (:())
(L_28_forvar1, , L_10_)
;
()
()
()
L_29_forvar0, L_30_forvar1 (:():())
(L_30_forvar1, , L_10_)
;
()
()
()
L_31_forvar0, L_32_forvar1 (:():())
(L_32_forvar1, , L_10_)
;
()
()
()
L_33_forvar0, L_34_forvar1 (:():())
(L_34_forvar1, , L_10_)
;
()
()
()
L_35_forvar0, L_36_forvar1 (:():())
(L_36_forvar1, , L_10_)
;
()
()
()
L_37_forvar0, L_38_forvar1 (:():())
(L_38_forvar1, , L_10_)
;
()
()
()
L_39_forvar0, L_40_forvar1 (:():():())
(L_40_forvar1, , L_10_)
;
()
()
()
L_41_forvar0, L_42_forvar1 (:():())
(L_42_forvar1, , L_10_)
;
()
()
()
L_43_forvar0, L_44_forvar1 (:():())
(L_44_forvar1, , L_10_)
;
()
()
()
L_45_forvar0, L_46_forvar1 (:():())
(L_46_forvar1, , L_10_)
;
()
L_2_[] ==
(L_48_arg0)
L_49_ = :().LocalPlayer;
L_49_
L_49_:(L_48_arg0)
;
()
Obfuscated. The code is scrambled, so you can't read what it does. Common for key systems, but take care.
Game Compiler Checks all parts and folders in the game and displays their path inside console. The focus is on displaying various sections of a game, such as different services (Workspace, ReplicatedStorage, StarterGui, Ect) and their respective objects. The script inspects and outputs key information about these sections and their contents to the console. This can include: Object names, types, and properties (size, position, etc.) Information about game services and their objects Displaying this data periodically for monitoring This is just to help exploiters find assets in the game

Universal