Unity Aimbot May 2026
// Separate yaw and pitch Vector3 targetEuler = targetRotation.eulerAngles; Vector3 currentEuler = playerCamera.transform.eulerAngles;
if (Input.GetKey(aimKey)) GameObject target = GetClosestEnemy(); if (target != null) AimAt(target); unity aimbot
Vector3 targetPoint = aimAtHead ? GetHeadPosition(enemy) : enemy.transform.position; Vector3 direction = targetPoint - playerCamera.transform.position; Quaternion targetRotation = Quaternion.LookRotation(direction); // Separate yaw and pitch Vector3 targetEuler =
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(); Vector3 currentEuler = playerCamera.transform.eulerAngles
[Header("Settings")] public string enemyTag = "Enemy"; public float maxDistance = 100f; [Range(0f, 1f)] public float smoothSpeed = 0.2f; public bool aimAtHead = true; public KeyCode aimKey = KeyCode.Mouse1;
private Camera playerCamera; private Transform playerBody;
void Update()
