unreliablecode / CSharp-Unity-ESP-Framework
Грамадскі
High-performance C# ESP framework for Unity — 3D bounding boxes, 2D collider calculation, Animator skeleton bone tracking, and distance-scaled name tags.
main
1 Зоркі
0 Відэльцы
0 Назіральнікі
Абноўлены 3 days ago
C#
100%
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
using UnityEngine;
using CSharpESP.Drawing;
namespace CSharpESP.Renderers
{
public class Box3DRenderer
{
private static readonly int[,] s_Edges = new int[12, 2]
{
// Bottom rectangle
{ 0, 1 }, { 1, 2 }, { 2, 3 }, { 3, 0 },
// Top rectangle
{ 4, 5 }, { 5, 6 }, { 6, 7 }, { 7, 4 },
// Vertical pillars
{ 0, 4 }, { 1, 5 }, { 2, 6 }, { 3, 7 }
};
public static void Render(Camera camera, Bounds bounds, Color color, float thickness = 1.2f)
{
Vector3[] worldVerts = MathUtils.GetBoundsVertices(bounds);
Vector2[] screenVerts = new Vector2[8];
for (int i = 0; i < 8; i++)
{
if (!MathUtils.WorldToScreen(camera, worldVerts[i], out screenVerts[i]))
{
// Skip 3D wireframe if any corner is clipped behind camera
return;
}
}
// Draw all 12 bounding box edges
for (int e = 0; e < 12; e++)
{
int idxA = s_Edges[e, 0];
int idxB = s_Edges[e, 1];
RenderHelper.DrawLine(screenVerts[idxA], screenVerts[idxB], color, thickness);
}
}
}
}