Example
Here is an example Player ESP, it should work on majority of games that do not use a custom character.
-- // Dependencies
local ESP = loadstring(game:HttpGet("https://raw.githubusercontent.com/Stefanuk12/ROBLOX/master/Universal/ESP/Rewrite.lua"))()
-- // Services
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
-- // Vars
local LocalPlayer = Players.LocalPlayer
local Manager = {} -- // Contains every player
-- // Get character
local getCharacter = function(Player)
local Character = Player.Character
if (Character) then
return Character, Character.PrimaryPart
end
end
-- // Initialise ESP for that player
local initialisePlayer = function(Player)
-- // Create the ESP Objects
local Box = ESP:Box({Model = Player.Character})
local Header = ESP:Header({Model = Player.Character})
local Tracer = ESP:Tracer({Model = Player.Character})
-- // Add to manager
table.insert(Manager, {Player, {Box, Header, Tracer}})
end
-- // Deinitialise ESP for that player
local deinitialisePlayer = function(Player)
-- // Find player in manager
for i, Object in ipairs(Manager) do
-- // Check for player
if not (Object[1] == Player) then
continue
end
-- // Remove each object
local ESPObjects = Object[2]
for _, ESPObject in ipairs(ESPObjects) do
ESPObject:Remove()
end
-- // Remove from table
table.remove(Manager, i)
-- // Break
break
end
end
-- // Initialise for existing players
do
local AllPlayers = game:GetService("Players"):GetPlayers()
for _, Player in ipairs(AllPlayers) do
-- // Skip LocalPlayer
if (Player == LocalPlayer) then
continue
end
-- // Initialise the player
initialisePlayer(Player)
end
end
-- // Initialise for new players
Players.PlayerAdded:Connect(initialisePlayer)
-- // Deinitialise left players
Players.PlayerRemoving:Connect(deinitialisePlayer)
-- // Update loop
RunService:BindToRenderStep("ESPUpdate", 0, function()
-- // Loop through manager
for _, Object in ipairs(Manager) do
local Character = getCharacter(Object[1])
-- // Update every ESP Object
local ESPObjects = Object[2]
for _, ESPObject in ipairs(ESPObjects) do
ESPObject:Update({Model = Character})
end
end
end)