Unity - Aimbot

GameObject GetClosestEnemy()

playerBody.eulerAngles = new Vector3(0, yaw, 0); playerCamera.transform.eulerAngles = new Vector3(pitch, yaw, 0);

// Separate yaw and pitch Vector3 targetEuler = targetRotation.eulerAngles; Vector3 currentEuler = playerCamera.transform.eulerAngles; unity aimbot

private Camera playerCamera; private Transform playerBody;

float yaw = Mathf.LerpAngle(currentEuler.y, targetEuler.y, smoothSpeed); float pitch = Mathf.LerpAngle(currentEuler.x, targetEuler.x, smoothSpeed); GameObject GetClosestEnemy() playerBody

void AimAt(GameObject enemy)

Vector3 screenPos = camera.WorldToScreenPoint(targetPosition); If the camera is attached to the player’s GameObject, modify Transform.eulerAngles . For an FPS character, usually only the camera’s X rotation (pitch) and the body’s Y rotation (yaw) change. 4. Complete Aimbot Script (C#) using UnityEngine; using System.Linq; public class Aimbot : MonoBehaviour Complete Aimbot Script (C#) using UnityEngine; using System

Animator anim = enemy.GetComponent<Animator>(); if (anim != null) Transform head = anim.GetBoneTransform(HumanBodyBones.Head); if (head != null) return head.position; // Fallback: add an offset return enemy.transform.position + Vector3.up * 1.7f;

if (Input.GetKey(aimKey)) GameObject target = GetClosestEnemy(); if (target != null) AimAt(target);

playerCamera = GetComponent<Camera>(); playerBody = transform.parent; // Assumes camera is child of body

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