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1.2.13 — Pulse.Notify

What changed

Pulse.Notify — in-game toast notifications

A new framework helper that fires a WindUI notification toast from anywhere in your components — no adapter imports required.

-- Simple message
Pulse.Notify("Something happened", 3)

-- Watch a boolean signal and notify on every change
Pulse.Notify.onToggle(MyComponent.enabled, "My Feature")

Pulse.Notify is callable directly or used as a namespace for helpers.

Pulse.Notify(msg, duration?)

Fires a toast notification immediately.

ParameterTypeDefaultDescription
msgstringMessage body shown in the notification
durationnumber3How many seconds the toast stays on screen
Pulse.Notify("Aimbot enabled", 3)
Pulse.Notify("Shift failed.", 2)

Pulse.Notify.onToggle(signal, name, opts?)

Subscribes to a boolean signal and fires a notification whenever it changes. Returns an unsubscribe function.

-- In your init {} block:
Pulse.Notify.onToggle(Aimbot.enabled, "Aimbot")
-- → fires "Aimbot on" when enabled becomes true
-- → fires "Aimbot off" when enabled becomes false

Options:

KeyTypeDefaultDescription
onstring"<name> on"Custom message when signal becomes true
offstring"<name> off"Custom message when signal becomes false
durationnumber3Toast duration in seconds
notify_onbooleantrueSet to false to suppress the "on" toast
notify_offbooleantrueSet to false to suppress the "off" toast
Pulse.Notify.onToggle(ESP.titanEnabled, "Titan ESP", {
on = "Titan ESP active",
off = "Titan ESP off",
duration = 2,
})

-- Only notify on enable, not disable
Pulse.Notify.onToggle(Protection.enabled, "Protection", {
notify_off = false,
})

All built-in components updated

Every component in the project now emits toast notifications on feature state changes:

ComponentNotification behaviour
Aimbot"Aimbot on / off" on enable/disable
Combat Kick"Combat Kick on / off"
Enemy HitboxSeparate toasts for hitbox size and highlight
Protection"Protection on / off"
Rage Mode"Rage Mode on / off"
Regeneration"Fast Regen on / off"
Auto Counter"Auto Counter on / off"
Shifter Farm"Shifter Farm on / off"
Shifter Combat"Shifted!" on success, "Shift failed." on failure; "Heavy attack!" on heavy
Titan Parts Cutter"Titan Cutter on / off"
Nape Mode"Nape Mode on / off"
Titan ESPSeparate toasts for titan and enemy ESP
Enemy ESPSeparate toasts for titan and enemy ESP
Atmosphere"Atmosphere reduced" / "Atmosphere restored" on toggle
Animations"Animation: Levi" / "Animation: Mikasa" / "Animation: Default" on style change
Music"Now playing: <song>" on play; "Music stopped" on stop
Admin Detection"ADMIN ONLINE: <names>" when admins appear; "Admin left the server." when they go

How it works

Pulse.Notify wraps _PulseNotify, the adapter-level function already provided by the WindUI adapter. Calls are wrapped in pcall so a missing adapter (e.g. during unit testing) never crashes a component.

onToggle uses signal:onChange — the same mechanism as on enabled {} blocks — so it automatically fires when the UI widget sets its default value at load. This means features enabled by default will show an "X on" toast on first inject, which serves as a load confirmation.

Impact on existing projects

No action required. Pulse.Notify is available globally after the framework initialises. Call it from init {}, func, or any on block.