High-performance C# ESP framework for Unity — 3D bounding boxes, 2D collider calculation, Animator skeleton bone tracking, and distance-scaled name tags.
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unreliablecode / CSharp-Unity-ESP-Framework src/Renderers/Box3DRenderer.cs [Visual Studio]
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Box3DRenderer.cs ×
CSharp-Unity-ESP-Framework / src / Renderers / Box3DRenderer.cs
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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);
            }
        }
    }
}
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