Run it
Copy the script and paste it into your executor.
()
success, result = (()
source = :(
)
source source ==
()
fn, compileError =
(source)
fn
(
.. (compileError)
)
()
)
success
(
.. (result)
)
result
Rayfield = ()
Rayfield
()
Players =
:()
RunService =
:()
UserInputService =
:()
PathfindingService =
:()
LocalPlayer =
Players.LocalPlayer
Camera =
.CurrentCamera
LocalPlayer
()
Window
WindowSuccess, WindowError =
(()
Window = Rayfield:({
Name = ,
LoadingTitle =
,
LoadingSubtitle =
,
ConfigurationSaving = {
Enabled = ,
FolderName = ,
FileName =
},
Discord = {
Enabled = ,
Invite = ,
RememberJoins =
},
KeySystem =
})
)
WindowSuccess
(
.. (WindowError)
)
MainTab =
Window:(
,
)
MovementTab =
Window:(
,
)
PlusOneTab =
Window:(
,
)
AimbotEnabled =
AimbotPart =
SmoothAimbot =
Smoothness =
FOVCircleEnabled =
FOVRadius =
WallCheck =
TeamCheck =
ESPEnabled =
ESPBoxes =
ESPNames =
TracersEnabled =
TriggerbotEnabled =
TriggerbotDelay =
TriggerbotLastShot =
FlightEnabled =
FlightSpeed =
SpeedEnabled =
SpeedValue =
NoclipEnabled =
FlightConnection =
NoclipConnection =
FlightAttachment =
FlightVelocity =
NoclipOriginal = {}
AutoFarmEnabled =
SelectedStage =
StageDelay =
AutoFarmRunning =
DrawingLib =
DrawingAvailable =
(()
DrawingLib =
DrawingAvailable =
)
FOVCircle =
DrawingAvailable
(()
FOVCircle =
DrawingLib.()
FOVCircle.Visible =
FOVCircle.Filled =
FOVCircle.Thickness =
FOVCircle.Color =
.(
,
,
)
FOVCircle.Radius =
FOVRadius
)
()
FOVCircle
viewport =
Camera.ViewportSize
FOVCircle.Visible =
FOVCircleEnabled
FOVCircle.Radius =
FOVRadius
FOVCircle.Position =
.(
viewport.X / ,
viewport.Y /
)
ESPCache = {}
TracerCache = {}
(object)
object
(()
object:()
)
(()
object:()
)
()
_, object (
ESPCache
)
(object)
.(
ESPCache
)
()
_, object (
TracerCache
)
(object)
.(
TracerCache
)
(player)
player
player == LocalPlayer
TeamCheck
player.Team ~= LocalPlayer.Team
(part)
WallCheck
part
character =
LocalPlayer.Character
character
origin =
Camera.CFrame.Position
direction =
part.Position - origin
params =
RaycastParams.()
params.FilterType =
.RaycastFilterType.Exclude
params.FilterDescendantsInstances = {
character
}
params.IgnoreWater =
result =
:(
origin,
direction,
params
)
result
result.Instance:(
part.Parent
)
()
viewport =
Camera.ViewportSize
center =
.(
viewport.X / ,
viewport.Y /
)
closest =
closestDistance =
FOVRadius
_, player (
Players:()
)
(player)
player.Character
character =
player.Character
humanoid =
character:(
)
humanoid
humanoid.Health >
part =
character:(
AimbotPart
)
part
part =
character:(
)
part
screen,
visible =
Camera:
(
part.Position
)
visible
distance =
(
.(
screen.X,
screen.Y
) - center
).Magnitude
distance <= FOVRadius
distance < closestDistance
(part)
closest =
part
closestDistance =
distance
closest
()
AimbotEnabled
target =
()
target
current =
Camera.CFrame
desired =
.(
current.Position,
target.Position
)
SmoothAimbot
Camera.CFrame =
current:(
desired,
.(
Smoothness,
,
)
)
Camera.CFrame =
desired
()
viewport =
Camera.ViewportSize
ray =
Camera:(
viewport.X / ,
viewport.Y /
)
params =
RaycastParams.()
params.FilterType =
.RaycastFilterType.Exclude
params.FilterDescendantsInstances = {
LocalPlayer.Character
}
params.IgnoreWater =
result =
:(
ray.Origin,
ray.Direction * ,
params
)
result
model =
result.Instance:
(
)
model
player =
Players:(
model
)
player
(player)
humanoid =
model:(
)
humanoid
humanoid.Health <=
(
result.Instance
)
player
()
TriggerbotEnabled
now =
.()
now - TriggerbotLastShot <
TriggerbotDelay
target =
()
target
character =
LocalPlayer.Character
character
tool =
character:(
)
tool
(()
tool:()
)
TriggerbotLastShot =
now
()
DrawingAvailable
()
ESPEnabled
_, player (
Players:()
)
(player)
player.Character
character =
player.Character
root =
character:(
)
head =
character:(
)
humanoid =
character:(
)
root
head
humanoid
humanoid.Health >
rootScreen,
rootVisible =
Camera:
(
root.Position
)
headScreen,
headVisible =
Camera:
(
head.Position +
.(
,
,
)
)
rootVisible
headVisible
height =
.(
rootScreen.Y -
headScreen.Y
) *
width =
height /
ESPBoxes
box =
DrawingLib.(
)
box.Visible =
box.Filled =
box.Thickness =
box.Color =
.(
,
,
)
box.Size =
.(
width,
height
)
box.Position =
.(
headScreen.X -
width / ,
headScreen.Y
)
.(
ESPCache,
box
)
ESPNames
text =
DrawingLib.(
)
text.Visible =
text.Text =
player.Name
text.Size =
text.Center =
text.Outline =
text.Color =
.(
,
,
)
text.Position =
.(
headScreen.X,
headScreen.Y -
)
.(
ESPCache,
text
)
()
DrawingAvailable
()
TracersEnabled
character =
LocalPlayer.Character
character
root =
character:(
)
root
localScreen,
localVisible =
Camera:
(
root.Position
)
localVisible
_, player (
Players:()
)
(player)
player.Character
targetRoot =
player.Character:
(
)
humanoid =
player.Character:
(
)
targetRoot
humanoid
humanoid.Health >
targetScreen,
visible =
Camera:
(
targetRoot.Position
)
visible
line =
DrawingLib.(
)
line.Visible =
line.Thickness =
line.Color =
.(
,
,
)
line.From =
.(
localScreen.X,
localScreen.Y
)
line.To =
.(
targetScreen.X,
targetScreen.Y
)
.(
TracerCache,
line
)
()
FlightConnection
FlightConnection:()
FlightConnection =
FlightVelocity
FlightVelocity:()
FlightVelocity =
FlightAttachment
FlightAttachment:()
FlightAttachment =
character =
LocalPlayer.Character
character
humanoid =
character:(
)
humanoid
humanoid.AutoRotate =
()
()
character =
LocalPlayer.Character
character
root =
character:(
)
humanoid =
character:(
)
root humanoid
humanoid.AutoRotate =
FlightAttachment =
.()
FlightAttachment.Parent =
root
FlightVelocity =
.()
FlightVelocity.Attachment0 =
FlightAttachment
FlightVelocity.MaxForce =
.huge
FlightVelocity.VectorVelocity =
.zero
FlightVelocity.Parent =
root
FlightConnection =
RunService.RenderStepped:
(()
FlightEnabled
current =
LocalPlayer.Character
current
currentRoot =
current:(
)
currentHumanoid =
current:(
)
currentRoot
currentHumanoid
direction =
currentHumanoid.MoveDirection
direction.Magnitude >
direction =
direction.Unit *
FlightSpeed
direction =
.zero
vertical =
UserInputService:(
.KeyCode.Space
)
vertical =
UserInputService:(
.KeyCode.LeftControl
)
vertical = -
direction +=
.(
,
vertical *
FlightSpeed,
)
FlightVelocity
FlightVelocity.VectorVelocity =
direction
currentRoot.AssemblyAngularVelocity =
.zero
)
()
character =
LocalPlayer.Character
character
humanoid =
character:(
)
humanoid
SpeedEnabled
humanoid.WalkSpeed =
SpeedValue
humanoid.WalkSpeed =
()
part, original (
NoclipOriginal
)
part
part.Parent
part.CanCollide =
original
.(
NoclipOriginal
)
()
NoclipConnection
NoclipConnection:()
NoclipConnection =
()
()
()
NoclipConnection =
RunService.Stepped:
(()
NoclipEnabled
character =
LocalPlayer.Character
character
_, object (
character:()
)
object:(
)
NoclipOriginal[
object
] ==
NoclipOriginal[
object
] =
object.CanCollide
object.CanCollide =
)
(name)
name
lower =
.(name)
number =
.(
lower,
)
number
(number)
number =
.(
lower,
)
number
(number)
(stageNumber)
exactNames = {
.. stageNumber,
.. stageNumber,
.. stageNumber,
.. stageNumber,
.. stageNumber,
.. stageNumber,
.. stageNumber,
.. stageNumber
}
_, object (
:()
)
object:()
object:()
_, name (
exactNames
)
object.Name == name
object
number =
(
object.Name
)
number ==
stageNumber
object
(part)
part:()
color =
part.Color
color.R >=
color.G >=
color.B <=
(name)
lower =
.(name)
.(
lower,
)
.(
lower,
)
.(
lower,
)
.(
lower,
)
.(
lower,
)
.(
lower,
)
(stage)
stage
_, object (
stage:()
)
object:(
)
(
object.Name
)
(
object
)
object
candidates = {}
_, object (
stage:()
)
object:(
)
(
object
)
.(
candidates,
object
)
#candidates ==
.(
candidates,
(a, b)
aSize =
a.Size.X *
a.Size.Y *
a.Size.Z
bSize =
b.Size.X *
b.Size.Y *
b.Size.Z
aSize > bSize
)
candidates[]
(stage)
stage
names = {
,
,
,
,
,
,
,
}
_, wanted (
names
)
object =
stage:(
wanted,
)
object
object:(
)
object
(position)
character =
LocalPlayer.Character
character
humanoid =
character:(
)
root =
character:(
)
humanoid
root
path =
PathfindingService:({
AgentRadius = ,
AgentHeight = ,
AgentCanJump = ,
AgentCanClimb = ,
WaypointSpacing =
})
success =
(()
path:(
root.Position,
position
)
)
success
path.Status
~= .PathStatus.Success
waypoints =
path:()
_, waypoint (
waypoints
)
AutoFarmEnabled
waypoint.Action
== .PathWaypointAction.Jump
humanoid.Jump =
humanoid:(
waypoint.Position
)
reached =
humanoid.MoveToFinished:
()
reached
(stage)
stage
start =
(
stage
)
start
targetPosition =
start.Position +
.(
,
,
)
(
targetPosition
)
()
AutoFarmRunning
AutoFarmRunning =
.(()
currentStage =
SelectedStage
AutoFarmEnabled
stage =
(
currentStage
)
stage
Rayfield:({
Title =
,
Content =
.. (
currentStage
)
.. ,
Duration =
})
Rayfield:({
Title =
,
Content =
.. (
currentStage
),
Duration =
})
startSuccess =
(
stage
)
startSuccess
.()
yellowPad =
(
stage
)
yellowPad
Rayfield:({
Title =
,
Content =
.. (
currentStage
),
Duration =
})
.()
reached =
(
yellowPad.Position +
.(
,
,
)
)
reached
Rayfield:({
Title =
,
Content =
.. (
currentStage
),
Duration =
})
.(
StageDelay
)
currentStage +=
.()
AutoFarmRunning =
)
()
AutoFarmEnabled =
(()
MainTab:({
Name =
,
CurrentValue =
,
Flag =
,
Callback =
(value)
AimbotEnabled =
value
})
MainTab:({
Name =
,
Options = {
,
,
,
,
,
,
},
CurrentOption = {
},
MultipleOptions =
,
Flag =
,
Callback =
(option)
(option)
==
AimbotPart =
option[]
AimbotPart =
option
})
MainTab:({
Name =
,
CurrentValue =
,
Flag =
,
Callback =
(value)
SmoothAimbot =
value
})
MainTab:({
Name =
,
Range = {
,
},
Increment =
,
CurrentValue =
,
Flag =
,
Callback =
(value)
Smoothness =
value
})
MainTab:({
Name =
,
CurrentValue =
,
Flag =
,
Callback =
(value)
FOVCircleEnabled =
value
()
})
MainTab:({
Name =
,
Range = {
,
},
Increment =
,
Suffix =
,
CurrentValue =
,
Flag =
,
Callback =
(value)
FOVRadius =
value
()
})
MainTab:({
Name =
,
CurrentValue =
,
Flag =
,
Callback =
(value)
WallCheck =
value
})
MainTab:({
Name =
,
CurrentValue =
,
Flag =
,
Callback =
(value)
TeamCheck =
value
})
MainTab:({
Name =
,
CurrentValue =
,
Flag =
,
Callback =
(value)
TriggerbotEnabled =
value
})
MainTab:({
Name =
,
Range = {
,
},
Increment =
,
Suffix =
,
CurrentValue =
,
Flag =
,
Callback =
(value)
TriggerbotDelay =
value
})
MainTab:({
Name =
,
CurrentValue =
,
Flag =
,
Callback =
(value)
ESPEnabled =
value
value
()
})
MainTab:({
Name =
,
CurrentValue =
,
Flag =
,
Callback =
(value)
ESPBoxes =
value
})
MainTab:({
Name =
,
CurrentValue =
,
Flag =
,
Callback =
(value)
ESPNames =
value
})
MainTab:({
Name =
,
CurrentValue =
,
Flag =
,
Callback =
(value)
TracersEnabled =
value
value
()
})
)
(()
MovementTab:({
Name =
,
CurrentValue =
,
Flag =
,
Callback =
(value)
FlightEnabled =
value
value
()
()
})
MovementTab:({
Name =
,
Range = {
,
},
Increment =
,
Suffix =
,
CurrentValue =
,
Flag =
,
Callback =
(value)
FlightSpeed =
value
})
MovementTab:({
Name =
,
CurrentValue =
,
Flag =
,
Callback =
(value)
SpeedEnabled =
value
()
})
MovementTab:({
Name =
,
Range = {
,
},
Increment =
,
Suffix =
,
CurrentValue =
,
Flag =
,
Callback =
(value)
SpeedValue =
value
SpeedEnabled
()
})
MovementTab:({
Name =
,
CurrentValue =
,
Flag =
,
Callback =
(value)
NoclipEnabled =
value
value
()
()
})
)
(()
PlusOneTab:({
Name =
,
CurrentValue =
,
Flag =
,
Callback =
(value)
AutoFarmEnabled =
value
value
()
()
})
PlusOneTab:({
Name =
,
Options = {
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
,
},
CurrentOption = {
},
MultipleOptions =
,
Flag =
,
Callback =
(option)
selected =
option
(option)
==
selected =
option[]
number =
(
.(
selected,
)
)
number
SelectedStage =
number
})
PlusOneTab:({
Name =
,
Range = {
,
},
Increment =
,
Suffix =
,
CurrentValue =
,
Flag =
,
Callback =
(value)
StageDelay =
value
})
)
RunService.RenderStepped:
(()
(
AimbotLoop
)
(
TriggerbotLoop
)
(
UpdateFOVCircle
)
ESPEnabled
(
UpdateESP
)
TracersEnabled
(
UpdateTracers
)
)
LocalPlayer.CharacterAdded:
(()
.(
)
()
()
FlightEnabled
(
StartFlight
)
NoclipEnabled
(
StartNoclip
)
SpeedEnabled
(
UpdateSpeed
)
(
UpdateFOVCircle
)
)
(()
Rayfield:
()
)
Rayfield:({
Title =
,
Content =
,
Duration =
})
(
)Loads code from the internet. It downloads more code when it runs (loadstring + HttpGet), which can change after it was posted. From: sirius.menu.
# Aimbot & ESP A powerful Roblox testing menu built with Rayfield UI, featuring combat, visual, movement, and farming modules. ## Main **Aimbot** Automatically aims toward the nearest valid target inside the configured FOV. **Aimbot Part** Choose which body part the aimbot targets: Head, HumanoidRootPart, Torso, LeftArm, RightArm, LeftLeg, RightLeg. **Smooth Aimbot** Makes the camera move smoothly toward the target instead of instantly snapping. **Smoothness** Controls how quickly the aimbot moves toward the target. **FOV Circle** Displays a circle around the center of the screen for the configured aimbot range. **FOV Radius** Adjusts the size of the FOV circle. **Wall Check** Only targets players that are visible and not behind obstacles. **Team Check** Ignores players who are on the same team. **Triggerbot** Automatically activates the equipped Tool when an enemy is directly under the crosshair. **Triggerbot Delay** Controls the delay between triggerbot activations. **ESP** Displays additional information about other players. **ESP Boxes** Draws boxes around players. **ESP Names** Displays player names above characters. **Tracers** Draws lines from your character

Universal