Anti-Wallhack Visibility System (Free)
Extreme World Studio
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Server-authoritative visibility validation for Unity multiplayer games. Prevent wallhacks using physics-based line-of-sight checks, visibility sampling, and velocity-aware detection.This asset is fully compatible with Unity's Built-in Render Pipeline, URP (Universal Render Pipeline), and HDRP (High Definition Render Pipeline).It does not rely on custom shaders or visual effects, making it suitable for any SRP setup.No additional configuration is required for integration.Anti-Wallhack Visibility SystemAnti-Wallhack Visibility System is a robust server-authoritative visibility solution for Unity multiplayer games. It validates line-of-sight using physics-based checks and visibility sampling, ensuring players only receive information they are legitimately allowed to see. Ideal for PvP shooters, tactical multiplayer games, stealth mechanics, and competitive environments.Why Use This Asset• Server-authoritative security: Visibility validation runs on the host/server and is resistant to client-side tampering.• Visibility filtering: Keep teammates, friendly NPCs, or custom entities synchronized regardless of visibility state.• Real-time events: Subscribe to visibility changes for UI, gameplay systems, and networking logic.• Easy integration: Includes reference adapter components for popular multiplayer frameworks.• Multiplayer ready: Compatible with Photon Fusion, PUN 2, Mirror, Netcode for GameObjects, and Fish-Networking.Core Features (Free Version)• Observer-based FOV and distance validation• 180° and 360° observer modes• Visibility sampling using fixed and dynamic linecasts• Physics-based line-of-sight validation• Velocity Compensation for smoother corner-peeking behavior• Visibility Filtering for teammates and custom gameplay rules• Basic wall clamping for improved corner and wall detection• Configurable update rates through ObserverManager• UnityEvent relay for no-code event handling• Editor gizmos for debugging FOV, visibility volumes, and linecasts• Performance-oriented architecture with configurable detection modesQuick Setup• Add ObserverManager to your scene• Attach PlayerObserver to the observing player or camera• Attach PlayerVisibilityDetector to player objects• Configure PlayerBox dimensions• Optionally add VisibilityUnityEventRelay for Inspector-based events• Subscribe to visibility events or integrate with your networking layerDemo Scene IncludedIncludes a demo scene for testing visibility validation, visibility sampling, observer configuration, and multiplayer integration workflows.RequirementsUnity 2021.3+Optional Networking Frameworks• Photon Fusion• Photon PUN 2• Mirror• Netcode for GameObjects• Fish-NetworkingNo external dependencies beyond Unity Physics.Documentation & SupportIncludes PDF documentation and an online documentation website with updated guides, benchmarks, troubleshooting, and integration examples.Documentation:https://gustavobianco277.github.io/Anti-Wallhack-Visibility-System/Support:extremeworldstudio@gmail.comPRO VersionThe PRO version adds advanced systems including:• PlayerCylinder support• Animation-aware visibility compensation• Observer Prediction• Latency-aware visibility compensation• FOV Compensation• Shadow Detection• Reflection Detection• Advanced environment-aware visibility systems• Additional competitive multiplayer optimizationsSecure your multiplayer game with server-authoritative visibility validation and reduce information exposure without trusting the client.This asset is fully compatible with Unity's Built-in Render Pipeline, URP (Universal Render Pipeline), and HDRP (High Definition Render Pipeline).It does not rely on custom shaders or visual effects, making it suitable for any SRP setup.The demo scene includes a few simple materials for visual clarity, which work across all pipelines without modification.No additional configuration is required.Some of the marketing images and documentation for this asset were created with the assistance of AI tools (ChatGPT and DALL·E) under the direction of the publisher.All source code and core functionality were developed and verified manually by the publisher.




