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/Entities/ESPTarget.cs [비주얼 스튜디오]
main CSHARP
ESPTarget.cs ×
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using UnityEngine;

namespace CSharpESP.Entities
{
    public class ESPTarget : MonoBehaviour
    {
        [Header("Entity Properties")]
        public string EntityName = "Player";
        public float CurrentHealth = 100f;
        public float MaxHealth = 100f;

        [Header("Component References")]
        public Collider MainCollider;
        public Animator Animator;

        private void OnEnable()
        {
            if (MainCollider == null) MainCollider = GetComponent<Collider>();
            if (Animator == null) Animator = GetComponent<Animator>();

            if (ESPManager.Instance != null)
            {
                ESPManager.Instance.RegisterTarget(this);
            }
        }

        private void OnDisable()
        {
            if (ESPManager.Instance != null)
            {
                ESPManager.Instance.UnregisterTarget(this);
            }
        }

        public Bounds GetBounds()
        {
            if (MainCollider != null)
            {
                return MainCollider.bounds;
            }
            return new Bounds(transform.position + Vector3.up, new Vector3(0.8f, 2f, 0.8f));
        }
    }
}
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