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Aimbot - Unity

Vector3 targetPoint = aimAtHead ? GetHeadPosition(enemy) : enemy.transform.position; Vector3 direction = targetPoint - playerCamera.transform.position; Quaternion targetRotation = Quaternion.LookRotation(direction);

GameObject[] enemies = GameObject.FindGameObjectsWithTag(enemyTag); return enemies .Where(e => Vector3.Distance(playerCamera.transform.position, e.transform.position) <= maxDistance) .OrderBy(e => Vector3.Distance(playerCamera.transform.position, e.transform.position)) .FirstOrDefault();

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

void Update()

// Separate yaw and pitch Vector3 targetEuler = targetRotation.eulerAngles; Vector3 currentEuler = playerCamera.transform.eulerAngles; Vector3 targetPoint = aimAtHead

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

Vector3 GetHeadPosition(GameObject enemy) public class Aimbot : MonoBehaviour

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

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