Run it
Copy the script and paste it into your executor.
successCount =
failCount =
bugCount =
(name, callback)
env = ()
exists = env[name] [name]
exists name:()
lib, func = name:()
debug debug[func]
exists = debug[func]
exists name == exists = bit32
exists name == exists =
exists
( .. name .. )
failCount = failCount +
ok, result = (callback)
ok result
( .. name)
successCount = successCount +
ok
( .. name .. .. (result) .. )
failCount = failCount +
( .. name .. )
bugCount = bugCount +
()
(, ()
t = {}
mt = { __index = }
(t, mt)
rawMt = (t)
(rawMt) ~=
rawMt.__index ~=
protected = ({}, { __metatable = })
rawProtected = (protected)
(rawProtected) ~= rawProtected ==
)
(, ()
g = ()
key = .. (.(, ))
g[key] = {status = }
check1 = (g[key]) == g[key].status ==
check2 = (g == ())
check3 = (g._G ~= )
success = check1 check2 check3
g[key] =
success
)
(, ()
renv = ()
genv = ()
ok = (renv) == renv.game ==
isIsolated = (renv ~= genv)
hasNatives = renv.spawn ~= renv.print ~=
s, res = (() renv.shared )
ok isIsolated hasNatives s
)
(, ()
b = bit32
b
checks = {
b.(, ) == ,
b.(, ) == ,
b.(, ) == ,
b.(, ) == ,
b.(, ) == ,
b.() == ,
b.(, ) ==
}
_, v (checks) v
)
(, ()
name, ver = ()
ok = (name) == #name >
ver
ok = ok ((ver) == (ver) == )
s, name2 = (identifyexecutor)
ok s name2 == name
)
(, ()
path = .. (.(, )) ..
data = .. (.(, ))
ok =
s = (()
(path, data)
(path) (path) == data
ok =
appendfile
(path, )
ok = ((path) == data .. )
(path)
(path) ok =
)
s ok
)
(, ()
name = .. (.(, ))
ok =
s, err = (()
(name)
exists = (name)
found =
listfiles
_, v (())
v:(name) v == name found =
found =
exists found ok =
(name)
)
ok (name)
)
(, ()
target = (v) v +
old
success, err = (()
old = (target, (v) (v + ) )
)
success (old) ~=
res1 = () ==
res2 =
(()
(target, old)
res2 = () ==
)
res1 res2
)
(, ()
intercepted =
old
old = (, , (self, ...)
method = ()
method == intercepted =
(self, ...)
)
_ = :()
check1 = intercepted ==
check2 = (old) ==
(, , old)
check1 check2
)
(, ()
t = .({data = })
ok =
(tbl)
isreadonly (tbl)
(() tbl.data = ) ==
(t, )
t.data =
ok = ok t.data == (t)
(t, )
ok = ok (t)
mt = ()
oldRO = (mt)
(mt, )
ok = ok (mt)
(mt, )
ok = ok (mt)
(mt, oldRO)
ok
)
(, ()
isExecutor = ()
(isExecutor) ~=
threadCheck =
.(()
threadCheck = ()
)
.()
gameCheck =
s = (()
= .()
.Source =
gameCheck = ()
)
isExecutor == threadCheck ==
)
(, ()
all = ()
(all) ~= #all <
sample = all[.(, #all)]
(sample) ==
)
(, ()
part = .(, )
cd = .(, part)
state =
conn = cd.MouseClick:(() state = )
(cd, )
start = .()
.() state (.() - start) >
conn:()
cd:()
part:()
state
)
(, ()
part = .(, )
pp = .(, part)
state =
pp.HoldDuration =
pp.Enabled =
conn = pp.Triggered:(() state = )
.(() (pp) )
start = .()
.() state (.() - start) >
conn:()
pp:()
part:()
state
)
(, ()
lib =
(lib) ~= lib.new
ok =
(a, b)
(a) == (b) == .(a - b) <
(a) == (b) ==
.(a.R - b.R) < .(a.G - b.G) < .(a.B - b.B) <
(a) == (b) ==
.(a.X - b.X) < .(a.Y - b.Y) <
a == b
square = lib.()
square.Visible, square.ZIndex, square.Transparency = , ,
square.Color, square.Position, square.Size = .(, , ), .(, ), .(, )
square.Filled, square.Thickness = ,
ok = ok (square.Visible, ) (square.ZIndex, ) (square.Transparency, )
ok = ok (square.Color, .(, , )) (square.Position, .(, ))
ok = ok (square.Size, .(, )) (square.Filled, ) (square.Thickness, )
square:()
circle = lib.()
circle.Visible, circle.Transparency, circle.Color = , , .(, , )
circle.Position, circle.Radius, circle.Thickness, circle.NumSides, circle.Filled = .(, ), , , ,
ok = ok (circle.Visible, ) (circle.Transparency, ) (circle.Color, .(, , ))
ok = ok (circle.Position, .(, )) (circle.Radius, ) (circle.Thickness, )
ok = ok (circle.NumSides == circle.NumSides) (circle.Filled, )
circle:()
line = lib.()
line.Visible, line.From, line.To, line.Thickness, line.Transparency = , .(, ), .(, ), ,
ok = ok (line.Visible, ) (line.From, .(, )) (line.To, .(, ))
ok = ok (line.Thickness, ) (line.Transparency, )
line:()
text = lib.()
text.Visible, text.Text, text.Size, text.Center, text.Outline = , , , ,
text.Position, text.Color, text.OutlineColor = .(, ), .(, , ), .(, , )
sF, _ = (() text.Font = )
sF ok = ok ((text.Font) == )
(() text.Font = .Font.Legacy )
ok = ok (text.Visible, ) text.Text == (text.Size, )
ok = ok (text.Position, .(, ))
text:()
tri = lib.()
tri.PointA, tri.PointB, tri.PointC = .(,), .(,), .(,)
tri.Filled, tri.Color, tri.Visible = , .(, , ),
ok = ok (tri.PointA, .(,)) (tri.PointB, .(,)) (tri.PointC, .(,))
tri:()
quad = lib.()
quad.PointA, quad.PointB, quad.PointC, quad.PointD = .(,), .(,), .(,), .(,)
quad.Visible, quad.Filled = ,
ok = ok (quad.PointA, .(,)) (quad.PointC, .(,))
quad:()
s, _ = (() lib.() )
ok s
)
(, ()
player = :().LocalPlayer
= player.Character:() player.PlayerScripts:()
source = ()
(source) ~= #source <
invalidSigns = {, , }
_, sign (invalidSigns)
source:():(sign:())
)
(, ()
req = ( .request)
req
httpService = :()
ok =
res = ({Url = , Method = , Headers = {[] = }})
(res) ~= res.StatusCode ~= res.Success
s, body = (() httpService:(res.Body) )
s (body) ~= body.url:() ok =
postRes = ({Url = , Method = , Headers = {[] = }, Body = httpService:({test = })})
(postRes) ~= postRes.StatusCode ~= ok =
s2, body2 = (() httpService:(postRes.Body) )
s2 (body2) ~= body2.json body2.json.test ~= ok =
githubRes = ({Url = , Method = })
(githubRes) ~= githubRes.StatusCode ~= ok =
s3, body3 = (() httpService:(githubRes.Body) )
s3 (body3) ~= body3.current_user_url ok =
jsonPlaceholder = ({Url = , Method = })
(jsonPlaceholder) ~= jsonPlaceholder.StatusCode ~= ok =
s4, body4 = (() httpService:(jsonPlaceholder.Body) )
s4 (body4) ~= body4.id ~= ok =
googleRes = ({Url = , Method = })
(googleRes) ~= googleRes.StatusCode ~= (googleRes.Body) ~= ok =
ok
)
(, ()
lib = crypt
(lib) ~=
dec = (lib.base64 lib.base64.decode) lib.base64decode lib.base64_decode (base64 base64.decode) base64_decode
enc = (lib.base64 lib.base64.encode) lib.base64encode lib.base64_encode (base64 base64.encode) base64_encode
(dec) ~= (enc) ~=
() ~= () ~=
(lib.generatekey) == (lib.encrypt) == (lib.decrypt) ==
key, iv = lib.(), lib.()
(key) ~= (iv) ~=
enc1 = lib.(, key, iv, )
lib.(enc1, key, iv, ) ~=
enc2, iv2 = lib.(, key, , )
iv2 lib.(enc2, key, iv2, ) ~=
(lib.generatebytes) ==
size = .(, )
bytes = lib.(size)
(bytes) ~= #(bytes) ~= size
#(key) ~=
(lib.hash) ==
algos = {, , , , , , , }
_, algo (algos)
s, r = (lib.hash, , algo)
s (r) ~=
)
(, ()
(getscriptbytecode) ~=
players = :()
player = players.LocalPlayer
player
ps = player:()
char = player.Character
= (ps ps:()) (char char:())
ok1, bc1 = (getscriptbytecode, )
ok1 (bc1) ~= #bc1 <
ok2, bc2 = (getscriptbytecode, )
ok2 bc1 ~= bc2
looksValid = bc1:() bc1:() #bc1 >
looksValid
entropyCheck = bc1 ~= .(.(bc1,,),#bc1)
entropyCheck
)
(, ()
(cleardrawcache) ~=
line = .()
line.Visible =
line.From = .(, )
line.To = .(, )
success = (()
()
)
success
)
(, ()
player: Player = :().LocalPlayer
signal = player.ConnectDiedSignalBackend
signal
(signal)
success: boolean = (()
(player.DescendantAdded)
)
success
)
(, ()
bindable: BindableEvent = .()
connection: RBXScriptConnection = bindable.Event:(() )
connections = (bindable.Event)
success: boolean = (connections) == #connections > (connections[].Function) ==
connection:()
bindable:()
success
)
(, ()
bindable: BindableEvent = .()
fired: boolean =
connection: RBXScriptConnection = bindable.Event:((value) fired = value )
(bindable.Event, )
.()
connection:()
bindable:()
fired ==
)
(, ()
func = ()
hash = (func)
success = (hash) == #hash >
hash2 = (func)
success hash == hash2
)
(, ()
upvalue = ()
()
(upvalue)
upvalues = debug.(testf)
isTable = (upvalues) ==
isTable
success = upvalues[] == upvalue
upvalues2 = debug.(testf)
consistent = (upvalues2) == upvalues2[] == upvalues[]
success consistent
)
(,()
()
()
;
;
;
proto=(debug.(testf,,))[];
realproto=debug.(testf,);
proto
;
;
()~=
;
;
()
;
;
;
)
(,()
()
();
;
debug.(testf,)~=
;
;
debug.(testf,)~=
;
;
debug.(testf,)~=
;
;
;
)
(, ()
()
num = ..
(, num, )
constants = debug.(testf)
(constants) ~=
check1 = constants[] ==
check2 = constants[] ==
check3 = constants[] ==
check4 = constants[] ==
check5 = constants[] ==
check1 check2 check3 check4 check5
)
(,()
types={
source=,
short_src=,
func=,
what=,
currentline=,
name=,
nups=,
numparams=,
is_vararg=
};
(...)
(...);
;
info=debug.(testf);
(info)~=
;
;
k,v (types)
info[k]==
;
;
(info[k])~=v
;
;
;
;
)
(, ()
()
()
()
()
protos = debug.(testf)
(protos) ~=
i = , #protos
raw = debug.(testf, i, )
(raw) ~= raw[]
proto = raw[]
realproto = debug.(testf, i)
() ~=
(realproto) == ()
)
(,()
_=..;
debug.(,)~=
;
;
stack=debug.();
(stack)~=
;
;
stack[]~=
;
;
;
)
(,()
upvalue=()
;
()
(upvalue);
;
debug.(testf,)~=upvalue
;
;
;
)
(,()
()
;
;
debug.(testf,,);
()~=
;
;
;
)
(,()
()
,debug.(,,);
;
()~=
;
;
;
)
(, ()
()
()
()
newFunc = ()
debug.(testf, , newFunc)
result = ()
result ~=
)
total = successCount + failCount + bugCount
rate = (total > ) .((successCount / total) * )
();
( .. successCount);
( .. failCount);
( .. bugCount);
( .. rate .. .. successCount .. .. total .. );Updated Unc script source for 2025 This script may cause crashes, just fix it. I tested it on Volt and it crashed, I don't know if it's a problem with the executor or the script. It tests the following functions below: getrawmetatable, makefolder, getscriptbytecode, setthreadidentity, delfile, request, Drawing.Fonts, isscriptable, iscclosure, debug.setconstant, debug.getprotos, lz4compress, getscripts, isfolder, sethiddenproperty, getthreadidentity, readfile, getscriptclosure, delfolder, setscriptable, Drawing.new, debug.getupvalues, hookmetamethod, debug.getproto, getrunningscripts, checkcaller, debug.setupvalue, setrawmetatable, gethiddenproperty, writefile, setrenderproperty, getnamecallmethod, isfile, fireclickdetector, getnilinstances, getcustomasset, getconnections, islclosure, restorefunction, loadstring, cache.iscached, cache.invalidate, cloneref, cache.replace, getgc, compareinstances, base64_encode, getrenv, hookfunction, debug.getupvalue, setreadonly, getloadedmodules, debug.getinfo, fireproximityprompt, WebSocket.connect, listfiles, gethui, isreadonly, getrenderproperty, lz4decompress, appendfile, loadfile, getinstances, isexecutorclosure, getcallbackvalue, getfunction

Universal