Run it
Copy the script and paste it into your executor.
P = :()
UIS = :()
RS = :()
TS = :()
Lighting = :()
VU = :()
lp = P.LocalPlayer
cam = .CurrentCamera
L = {
DE = {st=, back=, lBtn=, sn=, thm=, dsc=, aim=, fovC=, hit=, fb=, afk=, spin=, invi=, fly=, fs=, sp=, jmp=, esp=, nc=, ij=, fov=, heal=, btools=, on=, off=},
EN = {st=, back=, lBtn=, sn=, thm=, dsc=, aim=, fovC=, hit=, fb=, afk=, spin=, invi=, fly=, fs=, sp=, jmp=, esp=, nc=, ij=, fov=, heal=, btools=, on=, off=},
RU = {st=, back=, lBtn=, sn=, thm=, dsc=, aim=, fovC=, hit=, fb=, afk=, spin=, invi=, fly=, fs=, sp=, jmp=, esp=, nc=, ij=, fov=, heal=, btools=, on=, off=}
}
cL =
themeOrder = {, , , , , , , , , }
themes = {
snow = { stroke = .(, , ), grad1 = .(, , ), grad2 = .(, , ), part = , partColor = .(, , ), esp = .(, , ) },
lava = { stroke = .(, , ), grad1 = .(, , ), grad2 = .(, , ), part = , partColor = .(, , ), esp = .(, , ) },
toxic = { stroke = .(, , ), grad1 = .(, , ), grad2 = .(, , ), part = , partColor = .(, , ), esp = .(, , ) },
cyber = { stroke = .(, , ), grad1 = .(, , ), grad2 = .(, , ), part = , partColor = .(, , ), esp = .(, , ) },
void = { stroke = .(, , ), grad1 = .(, , ), grad2 = .(, , ), part = , partColor = .(, , ), esp = .(, , ) },
blood = { stroke = .(, , ), grad1 = .(, , ), grad2 = .(, , ), part = , partColor = .(, , ), esp = .(, , ) },
gold = { stroke = .(, , ), grad1 = .(, , ), grad2 = .(, , ), part = , partColor = .(, , ), esp = .(, , ) },
matrix = { stroke = .(, , ), grad1 = .(, , ), grad2 = .(, , ), part = , partColor = .(, , ), esp = .(, , ) },
ocean = { stroke = .(, , ), grad1 = .(, , ), grad2 = .(, , ), part = , partColor = .(, , ), esp = .(, , ) },
sakura = { stroke = .(, , ), grad1 = .(, , ), grad2 = .(, , ), part = , partColor = .(, , ), esp = .(, , ) }
}
cT =
(c, p, pa)
i = .(c)
k,v (p) i[k]=v
pa i.Parent=pa
i
gui = (, {Name=, ResetOnSpawn=, ZIndexBehavior=.ZIndexBehavior.Global}, lp:())
main = (, {Size=.(,,,), Position=.(,-,,-), BackgroundColor3=.(,,), ClipsDescendants=, Active=, Draggable=, ZIndex=}, gui)
(, {CornerRadius=.(,)}, main)
mainStroke = (, {Thickness=, Color=themes[cT].stroke, ApplyStrokeMode=}, main)
grad = (, {Color=ColorSequence.(themes[cT].grad1, themes[cT].grad2), Rotation=}, main)
.(() TS:(grad, TweenInfo.(, .EasingStyle.Linear), {Rotation=}):(); .(); grad.Rotation= )
fovCircle = (, {Size=.(,,,), Position=.(,,,), BackgroundTransparency=, Visible=, AnchorPoint=.(,)}, gui)
(, {CornerRadius=.(,)}, fovCircle)
fovStroke = (, {Thickness=, Color=themes[cT].stroke, ApplyStrokeMode=}, fovCircle)
snowOn =
.(()
.()
main
snowOn
tD = themes[cT]
f = (, {BackgroundTransparency=, Size=.(,,,), Text=tD.part, TextColor3=tD.partColor, TextTransparency=.(,)/, TextSize=.(,), Position=.(.(),,-,), ZIndex=}, main)
tw = TS:(f, TweenInfo.(.(,), .EasingStyle.Linear), {Position=.(f.Position.X.Scale+(.(-,)/),,,), Rotation=.(,)})
tw:(); tw.Completed:(() f:() )
)
top = (, {Size=.(,,,), BackgroundTransparency=, ZIndex=}, main)
title = (, {Size=.(,-,,), Position=.(,,,), BackgroundTransparency=, TextColor3=.(,,), Font=.Font.GothamBold, TextSize=, TextXAlignment=, Text=, ZIndex=}, top)
setB = (, {Size=.(,,,), Position=.(,-,,-), BackgroundColor3=.(,,), Text=, TextColor3=.(,,), TextSize=, ZIndex=}, top)
(, {CornerRadius=.(,)}, setB)
langB = (, {Size=.(,,,), Position=.(,-,,-), BackgroundColor3=.(,,), Text=L[cL].lBtn, TextColor3=.(,,), Font=.Font.GothamBold, ZIndex=}, top)
(, {CornerRadius=.(,)}, langB)
langStroke = (, {Color=themes[cT].stroke, ApplyStrokeMode=}, langB)
clsB = (, {Size=.(,,,), Position=.(,-,,-), BackgroundColor3=.(,,), Text=, TextColor3=.(,,), Font=.Font.GothamBold, ZIndex=}, top)
(, {CornerRadius=.(,)}, clsB); clsB.MouseButton1Click:(() gui:() )
hp = (, {Size=.(,-,,-), Position=.(,,,), BackgroundTransparency=, BorderSizePixel=, ScrollBarThickness=, ZIndex=}, main)
hl = (, {Padding=.(,), HorizontalAlignment=, SortOrder=}, hp)
hl:():(() hp.CanvasSize=.(,,,hl.AbsoluteContentSize.Y+) )
sp = (, {Size=.(,-,,-), Position=.(,,,), BackgroundTransparency=, Visible=, ZIndex=}, main)
(, {Padding=.(,), HorizontalAlignment=}, sp)
setB.MouseButton1Click:(() hp.Visible= hp.Visible; sp.Visible= sp.Visible; setB.Visible= sp.Visible )
bB = (, {Size=.(,-,,), BackgroundColor3=.(,,), Font=.Font.GothamBold, TextColor3=.(,,), TextSize=, Text=L[cL].back, ZIndex=}, sp)
(, {CornerRadius=.(,)}, bB); bB.MouseButton1Click:(() hp.Visible=; sp.Visible=; setB.Visible= )
thmB = (, {Size=.(,-,,), BackgroundColor3=.(,,), BackgroundTransparency=, Font=.Font.GothamSemibold, TextColor3=.(,,), TextSize=, Text=L[cL].thm, ZIndex=}, sp)
(, {CornerRadius=.(,)}, thmB); thmStroke = (, {Color=themes[cT].stroke, ApplyStrokeMode=}, thmB)
snB = (, {Size=.(,-,,), BackgroundColor3=.(,,), Font=.Font.GothamSemibold, TextColor3=.(,,), TextSize=, Text=L[cL].sn....L[cL].on, ZIndex=}, sp)
(, {CornerRadius=.(,)}, snB); snB.MouseButton1Click:(() snowOn= snowOn; snB.Text=L[cL].sn....(snowOn L[cL].on L[cL].off); snB.BackgroundColor3=snowOn .(,,) .(,,) )
btns, st = {}, {aim=, fovC=, hit=, fb=, afk=, spin=, invi=, fly=, jmp=, esp=, nc=, ij=, fov=}
fS, cF, wS, cW = {,,}, , {,,,},
(id, txt)
b = (, {Size=.(,-,,), BackgroundColor3=.(,,), BackgroundTransparency=, TextColor3=.(,,), Font=.Font.GothamSemibold, TextSize=, Text=txt (L[cL][id]....L[cL].off), ZIndex=}, hp)
(, {CornerRadius=.(,)}, b); (, {Color=themes[cT].stroke, ApplyStrokeMode=}, b)
btns[id]=b; b
(id)
b=btns[id]
st[id]
b.Text=themes[cT].part....L[cL][id]....L[cL].on; b.TextColor3=.(,,); b.UIStroke.Color=.(,,)
b.Text=L[cL][id]....L[cL].off; b.TextColor3=.(,,); b.UIStroke.Color=themes[cT].stroke
themeFrame = (, {Size=.(,,,), Position=.(,-,,-), BackgroundColor3=.(,,), Visible=, ZIndex=}, main)
(, {CornerRadius=.(,)}, themeFrame)
tfStroke = (, {Thickness=, Color=themes[cT].stroke, ApplyStrokeMode=}, themeFrame)
tfTitle = (, {Size=.(,,,), BackgroundTransparency=, TextColor3=.(,,), Font=.Font.GothamBold, TextSize=, Text=, ZIndex=}, themeFrame)
tfClose = (, {Size=.(,,,), Position=.(,-,,), BackgroundColor3=.(,,), Text=, TextColor3=.(,,), Font=.Font.GothamBold, ZIndex=}, themeFrame)
(, {CornerRadius=.(,)}, tfClose); tfClose.MouseButton1Click:(() themeFrame.Visible= )
tfContainer = (, {Size=.(,-,,-), Position=.(,,,), BackgroundTransparency=, BorderSizePixel=, ScrollBarThickness=, ZIndex=}, themeFrame)
tfLayout = (, {Padding=.(,), HorizontalAlignment=}, tfContainer)
tfLayout:():(() tfContainer.CanvasSize=.(,,,tfLayout.AbsoluteContentSize.Y+) )
()
mainStroke.Color = themes[cT].stroke
langStroke.Color = themes[cT].stroke
thmStroke.Color = themes[cT].stroke
tfStroke.Color = themes[cT].stroke
fovStroke.Color = themes[cT].stroke
grad.Color = ColorSequence.(themes[cT].grad1, themes[cT].grad2)
i, _ (st) (i)
btns[].UIStroke.Color = themes[cT].stroke
btns[].UIStroke.Color = themes[cT].stroke
btns[].UIStroke.Color = themes[cT].stroke
btns[].UIStroke.Color = themes[cT].stroke
_, name (themeOrder)
tData = themes[name]
tBtn = (, {Size=.(,-,,), BackgroundColor3=tData.grad1, TextColor3=.(,,), Font=.Font.GothamSemibold, TextSize=, Text=tData.part....string.(name), ZIndex=}, tfContainer)
(, {CornerRadius=.(,)}, tBtn); (, {Color=tData.stroke, ApplyStrokeMode=}, tBtn)
tBtn.MouseButton1Click:(() cT = name; (); themeFrame.Visible = )
thmB.MouseButton1Click:(() themeFrame.Visible = )
langB.MouseButton1Click:(()
cL == cL = cL == cL = cL =
langB.Text=L[cL].lBtn; bB.Text=L[cL].back; snB.Text=L[cL].sn....(snowOn L[cL].on L[cL].off); thmB.Text=L[cL].thm
i,_ (st) (i)
btns[].Text=L[cL].fs....fS[cF]; btns[].Text=L[cL].sp....wS[cW]; btns[].Text=L[cL].heal; btns[].Text=L[cL].btools
)
(); (); (); (); (); (); ()
(); (,L[cL].fs....fS[cF]); (,L[cL].sp....wS[cW]); (); (); (); (); (); (,L[cL].heal); (,L[cL].btools)
aC, fC, nC, iC, spinC, hitC, afkConn, bv, bg
() lp.Character lp.CharacterAdded:()
()
target, shortestDist = , st.fovC .huge
mousePos = UIS:()
_,p (P:())
p ~= lp p.Character p.Character:() p.Character:() p.Character.Humanoid.Health >
screenPos, onScreen = cam:(p.Character.Head.Position)
onScreen
dist = (.(screenPos.X, screenPos.Y) - mousePos).Magnitude
dist < shortestDist shortestDist = dist; target = p.Character.Head
target
btns[].MouseButton1Click:(()
st.aim = st.aim; ()
aC aC:(); aC =
st.aim
aC = RS.RenderStepped:(()
UIS:(.UserInputType.MouseButton2)
tH = ()
tH tH.Parent tH.Parent:()
velocity = tH.Parent.HumanoidRootPart.AssemblyLinearVelocity
cam.CFrame = .(cam.CFrame.Position, tH.Position + (velocity * ))
)
)
btns[].MouseButton1Click:(() st.fovC = st.fovC; (); fovCircle.Visible = st.fovC )
btns[].MouseButton1Click:(()
st.hit = st.hit; ()
hitC hitC:(); hitC =
st.hit
hitC = RS.Stepped:(()
_, p (P:())
p ~= lp p.Character p.Character:()
p.Character.Head.Size = .(, , ); p.Character.Head.Transparency = ; p.Character.Head.CanCollide =
)
_, p (P:())
p ~= lp p.Character p.Character:() p.Character.Head.Size = .(, , ); p.Character.Head.Transparency =
)
origAmbient = Lighting.Ambient
btns[].MouseButton1Click:(()
st.fb = st.fb; ()
st.fb Lighting.Ambient = .(, , ); Lighting.Brightness = ; Lighting.ClockTime =
Lighting.Ambient = origAmbient; Lighting.Brightness =
)
btns[].MouseButton1Click:(()
st.spin = st.spin; ()
spinC spinC:(); spinC =
st.spin
spinC = RS.RenderStepped:(()
hrp = ():()
hrp hrp.CFrame = hrp.CFrame * .(, .(), )
)
)
btns[].MouseButton1Click:(()
st.afk = st.afk; ()
st.afk afkConn
afkConn = lp.Idled:(() VU:(.zero, cam.CFrame); .(); VU:(.zero, cam.CFrame) )
st.afk afkConn afkConn:(); afkConn =
)
UIS.InputBegan:((input, gpe)
gpe input.KeyCode == .KeyCode.Q
hrp = ():()
hrp hrp.CFrame = hrp.CFrame * .(, , -)
)
btns[].MouseButton1Click:(()
st.invi = st.invi; (); num = st.invi
_, part (():())
(part:() part:()) part.Name ~= part.Transparency = num
part:() part:() part.Handle.Transparency = num
)
btns[].MouseButton1Click:(()
st.fly = st.fly; (); r,h = ():(), ():()
st.fly r h
h.PlatformStand = ; bv = (,{MaxForce=.(.huge,.huge,.huge),Velocity=.zero},r); bg = (,{MaxTorque=.(.huge,.huge,.huge)},r)
fC = RS.RenderStepped:(()
v = .zero
UIS:(.KeyCode.W) v = v + cam.CFrame.LookVector
UIS:(.KeyCode.S) v = v - cam.CFrame.LookVector
UIS:(.KeyCode.A) v = v - cam.CFrame.RightVector
UIS:(.KeyCode.D) v = v + cam.CFrame.RightVector
bg.CFrame = cam.CFrame; bv.Velocity = v * fS[cF]
)
h h.PlatformStand = ; bv bv:(); bg:() ; fC fC:()
)
btns[].MouseButton1Click:(() cF=cF+; cF>#fS cF= ; btns[].Text=L[cL].fs....fS[cF] )
btns[].MouseButton1Click:(() cW=cW+; cW>#wS cW= ; ().Humanoid.WalkSpeed=wS[cW]; btns[].Text=L[cL].sp....wS[cW] )
btns[].MouseButton1Click:(() st.jmp= st.jmp; (); ().Humanoid.JumpPower=st.jmp ; ().Humanoid.UseJumpPower= )
btns[].MouseButton1Click:(() st.ij= st.ij; (); st.ij iC=UIS.JumpRequest:(() ().Humanoid:(.HumanoidStateType.Jumping) ) iC iC:() )
btns[].MouseButton1Click:(() st.fov= st.fov; (); cam.FieldOfView=st.fov )
btns[].MouseButton1Click:(() h=():(); h h.Health=h.MaxHealth )
btns[].MouseButton1Click:(() i=, (,{BinType=i},lp:()) )
btns[].MouseButton1Click:(() st.nc= st.nc; (); st.nc nC=RS.Stepped:(() _,v (():()) v:() v.CanCollide= ) nC nC:() )
btns[].MouseButton1Click:(()
st.esp= st.esp; ()
_,p (P:())
p~=lp p.Character
st.esp p.Character:() (,{Name=,FillColor=themes[cT].esp,OutlineColor=.(,,)},p.Character)
st.esp p.Character:() p.Character.S_ESP:()
)🔥 SNOW HUB V3 – THE ULTIMATE FEATURE LIST! 🔥 Whether you want to dominate the game, explore the map, or just mess around – Snow Hub v3 gives you absolutely everything you need, packed into one of the cleanest menus ever made. ✨ Next-Level Design & UI: 📌 Signature Look: The menu proudly displays the permanent "Snow Hub v3" header. 🎨 10 Multi-Themes: Match your vibe (Snow, Lava, Toxic, Cyber, Void, Blood, Gold, Matrix, Ocean, Sakura). ❄ Animated Interface: Smooth 360° animated background gradients and custom floating particles for each theme. 🌍 3 Languages (DE / EN / RU): Instantly translate the entire UI with a single click. 🎯 Combat & Aiming: Predictive Aimbot (Right-Click): Automatically locks onto the closest enemy's head, factoring in their velocity for perfect hits. Hitbox Expander: Massively enlarges enemy head sizes (4x4x4) – making it impossible to miss your shots! FOV Circle: A visual on-screen circle showing the exact active radius of your Aimbot. 👁 Visuals & Perception: Player ESP: Highlights all players through walls with vibrant outlines (colors match your active theme!). Fullbright: Removes all shadows and turns the map completely bright (daytime li