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.
| Parameter | Type | Default | Description |
|---|---|---|---|
msg | string | — | Message body shown in the notification |
duration | number | 3 | How 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:
| Key | Type | Default | Description |
|---|---|---|---|
on | string | "<name> on" | Custom message when signal becomes true |
off | string | "<name> off" | Custom message when signal becomes false |
duration | number | 3 | Toast duration in seconds |
notify_on | boolean | true | Set to false to suppress the "on" toast |
notify_off | boolean | true | Set 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:
| Component | Notification behaviour |
|---|---|
| Aimbot | "Aimbot on / off" on enable/disable |
| Combat Kick | "Combat Kick on / off" |
| Enemy Hitbox | Separate 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 ESP | Separate toasts for titan and enemy ESP |
| Enemy ESP | Separate 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.