Unity — Aimbot
float yaw = Mathf.LerpAngle(currentEuler.y, targetEuler.y, smoothSpeed); float pitch = Mathf.LerpAngle(currentEuler.x, targetEuler.x, smoothSpeed);
Animator anim = enemy.GetComponent<Animator>(); if (anim != null) Transform head = anim.GetBoneTransform(HumanBodyBones.Head); if (head != null) return head.position; // Fallback: add an offset return enemy.transform.position + Vector3.up * 1.7f; unity aimbot
Vector3 GetHeadPosition(GameObject enemy) float yaw = Mathf
[ \vecd = P_target - P_player ]
void Start()