unreliablecode / CSharp-Unity-ESP-Framework
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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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using UnityEngine;
using CSharpESP.Drawing;
namespace CSharpESP.Renderers
{
public class NameTagRenderer
{
public static void Render(
Camera camera,
Bounds bounds,
string entityName,
float currentHealth,
float maxHealth,
Color textColor)
{
if (!MathUtils.GetScreenRectFromBounds(camera, bounds, out Rect screenRect))
{
return;
}
float dist = MathUtils.GetDistance(camera, bounds.center);
string labelText = $"{entityName} [{dist:F0}m]";
// Draw text label centered above the bounding box
Vector2 labelPos = new Vector2(screenRect.center.x, screenRect.yMin - 12f);
RenderHelper.DrawString(labelPos, labelText, textColor, true);
// Draw Health Bar if health parameters are valid
if (maxHealth > 0f)
{
float healthPct = Mathf.Clamp01(currentHealth / maxHealth);
float barWidth = Mathf.Max(30f, screenRect.width);
float barHeight = 4f;
float barX = screenRect.center.x - (barWidth / 2f);
float barY = screenRect.yMin - 6f;
// Background
GUI.color = new Color(0f, 0f, 0f, 0.6f);
GUI.DrawTexture(new Rect(barX, barY, barWidth, barHeight), RenderHelper.WhiteTexture);
// Health Fill (interpolated green to red)
Color healthColor = Color.Lerp(Color.red, Color.green, healthPct);
GUI.color = healthColor;
GUI.DrawTexture(new Rect(barX, barY, barWidth * healthPct, barHeight), RenderHelper.WhiteTexture);
GUI.color = Color.white;
}
}
}
}