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-- Ultimate Practice Utility for Soccer: Touch Football (Camera Alignment Edition)
-- Features: Auto-Detection, Flight Trail, Landing Circle, Off-Screen Arrow, Reach Rings, & Camera-Aim Laser
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local Workspace = game:GetService("Workspace")
local LocalPlayer = Players.LocalPlayer
local Camera = Workspace.CurrentCamera
-- UI Configuration
local screenGui = Instance.new("ScreenGui")
screenGui.Name = "UltimateSoccerUtility"
screenGui.ResetOnSpawn = false
screenGui.Parent = LocalPlayer:WaitForChild("PlayerGui")
local infoLabel = Instance.new("TextLabel")
infoLabel.Size = UDim2.new(0, 320, 0, 120)
infoLabel.Position = UDim2.new(0, 10, 0, 10)
infoLabel.BackgroundColor3 = Color3.fromRGB(20, 20, 20)
infoLabel.BackgroundTransparency = 0.3
infoLabel.TextColor3 = Color3.fromRGB(255, 255, 255)
infoLabel.TextSize = 15
infoLabel.TextXAlignment = Enum.TextXAlignment.Left
infoLabel.Parent = screenGui
-- 2D Off-Screen Arrow
local offScreenArrow = Instance.new("TextLabel")
offScreenArrow.Size = UDim2.new(0, 50, 0, 50)
offScreenArrow.AnchorPoint = Vector2.new(0.5, 0.5)
offScreenArrow.BackgroundTransparency = 1
offScreenArrow.TextColor3 = Color3.fromRGB(255, 50, 50)
offScreenArrow.TextSize = 35
offScreenArrow.Text = "➔"
offScreenArrow.Visible = false
offScreenArrow.Parent = screenGui
-- 3D Trajectory Vector Line
local lineHandle = Instance.new("LineHandleAdornment")
lineHandle.Thickness = 4
lineHandle.AlwaysOnTop = true
lineHandle.Parent = Workspace
-- Landing Predictor Marker
local landingMarker = Instance.new("CylinderHandleAdornment")
landingMarker.Radius = 3
landingMarker.Height = 0.2
landingMarker.Color3 = Color3.fromRGB(255, 85, 85)
landingMarker.AlwaysOnTop = true
landingMarker.Parent = Workspace
-- Camera Alignment Aim Laser (Projects 80 studs forward from the ball)
local cameraAimLaser = Instance.new("LineHandleAdornment")
cameraAimLaser.Thickness = 2.5
cameraAimLaser.Color3 = Color3.fromRGB(255, 255, 255) -- White sight line
cameraAimLaser.AlwaysOnTop = true
cameraAimLaser.Length = 80
cameraAimLaser.Visible = false
cameraAimLaser.Parent = Workspace
-- Pre-loaded Physics Trail Pool
local trailFolder = Workspace:FindFirstChild("BallPredictiveTrail") or Instance.new("Folder", Workspace)
trailFolder.Name = "BallPredictiveTrail"
local trailSegments = {}
for i = 1, 15 do
local segment = Instance.new("LineHandleAdornment")
segment.Thickness = 5 - (i * 0.25)
segment.AlwaysOnTop = true
segment.Visible = false
segment.Parent = trailFolder
table.insert(trailSegments, segment)
end
-- Opponent Reach Rings Pool
local reachFolder = Workspace:FindFirstChild("OpponentReachRings") or Instance.new("Folder", Workspace)
reachFolder.Name = "OpponentReachRings"
local opponentRings = {}
for i = 1, 11 do
local ring = Instance.new("CylinderHandleAdornment")
ring.Radius = 6
ring.Height = 0.1
ring.Color3 = Color3.fromRGB(255, 100, 0)
ring.Visible = false
ring.Parent = reachFolder
table.insert(opponentRings, ring)
end
-- Ball Auto-Detection
local cachedBall = nil
local function autoDetectBall()
if cachedBall and cachedBall.Parent and cachedBall:IsA("BasePart") then return cachedBall end
for _, object in ipairs(Workspace:GetDescendants()) do
if object:IsA("BasePart") then
local name = string.lower(object.Name)
if name == "ball" or name == "football" or string.find(name, "soccer") or object:FindFirstChild("BallMesh") then
cachedBall = object
return object
end
end
end
return nil
end
local function getVelocityColor(speed)
if speed < 25 then return Color3.fromRGB(0, 255, 255)
elseif speed < 55 then return Color3.fromRGB(255, 215, 0)
else return Color3.fromRGB(255, 0, 128) end
end
-- Core Render Loop
RunService.RenderStepped:Connect(function()
local character = LocalPlayer.Character
local rootPart = character and character:FindFirstChild("HumanoidRootPart")
local ball = autoDetectBall()
if ball then
local distance = (rootPart and (rootPart.Position - ball.Position).Magnitude) or 0
local velocity = ball.AssemblyLinearVelocity
local speed = velocity.Magnitude
local direction = speed > 0.1 and velocity.Unit or Vector3.new(0,0,0)
local currentColor = getVelocityColor(speed)
infoLabel.Text = string.format(
" Object Bound: [%s]\n Ball Distance: %.1f studs\n Speed: %.1f studs/s\n Aim Laser: Camera Lock",
ball.Name, distance, speed
)
-- Core Vector Line
if speed > 1 then
lineHandle.Visible = true
lineHandle.Adornee = ball
lineHandle.Color3 = currentColor
lineHandle.CFrame = CFrame.lookAt(Vector3.new(0,0,0), direction)
lineHandle.Length = math.clamp(speed * 0.3, 3, 30)
else
lineHandle.Visible = false
end
-- Physics Trail
if speed > 2 then
local currentSimPosition = ball.Position
local currentSimVelocity = ball.AssemblyLinearVelocity
local gravityModifier = Workspace.Gravity
local timeStep = 0.07
for i, segment in ipairs(trailSegments) do
local nextSimPosition = currentSimPosition + (currentSimVelocity * timeStep)
currentSimVelocity = currentSimVelocity - Vector3.new(0, gravityModifier * timeStep, 0)
local segmentVector = nextSimPosition - currentSimPosition
segment.Visible = true
segment.Adornee = Workspace.Terrain
segment.Color3 = currentColor
segment.CFrame = CFrame.lookAt(currentSimPosition, nextSimPosition)
segment.Length = segmentVector.Magnitude
currentSimPosition = nextSimPosition
end
else
for _, segment in ipairs(trailSegments) do segment.Visible = false end
end
-- Landing Predictor
if velocity.Y > 1 or (ball.Position.Y > 5 and math.abs(velocity.Y) > 0.5) then
local rayOrigin = ball.Position + Vector3.new(velocity.X * 0.4, 0, velocity.Z * 0.4)
local raycastResult = Workspace:Raycast(rayOrigin, Vector3.new(0, -150, 0), RaycastParams.new())
if raycastResult then
landingMarker.Visible = true
landingMarker.Adornee = Workspace.Terrain
landingMarker.CFrame = CFrame.new(raycastResult.Position) * CFrame.Angles(math.rad(90), 0, 0)
else
landingMarker.Visible = false
end
else
landingMarker.Visible = false
end
-- 2D Off-Screen Arrow
local screenPos, onScreen = Camera:WorldToViewportPoint(ball.Position)
if not onScreen then
offScreenArrow.Visible = true
local screenCenter = Vector2.new(Camera.ViewportSize.X / 2, Camera.ViewportSize.Y / 2)
local objectDirection = (Vector2.new(screenPos.X, screenPos.Y) - screenCenter).Unit
local borderOffset = 60
local arrowX = math.clamp(screenCenter.X + (objectDirection.X * screenCenter.X), borderOffset, Camera.ViewportSize.X - borderOffset)
local arrowY = math.clamp(screenCenter.Y + (objectDirection.Y * screenCenter.Y), borderOffset, Camera.ViewportSize.Y - borderOffset)
offScreenArrow.Position = UDim2.new(0, arrowX, 0, arrowY)
offScreenArrow.Rotation = math.deg(math.atan2(objectDirection.Y, objectDirection.X))
else
offScreenArrow.Visible = false
end
-- CAMERA-BASED AIM ASSIST LASER
-- Projects a straight guide line from the ball exactly where your camera is pointing
if distance < 15 then -- Only shows when you are close enough to kick/interact with the ball
cameraAimLaser.Visible = true
cameraAimLaser.Adornee = ball
-- Flatten the camera direction vector so it stays parallel to the field grass
local camLook = Camera.CFrame.LookVector
local flatLook = Vector3.new(camLook.X, 0, camLook.Z).Unit
cameraAimLaser.CFrame = CFrame.lookAt(Vector3.new(0,0,0), flatLook)
else
cameraAimLaser.Visible = false
end
else
infoLabel.Text = " Searching for active match objects..."
lineHandle.Visible = false
landingMarker.Visible = false
offScreenArrow.Visible = false
cameraAimLaser.Visible = false
for _, segment in ipairs(trailSegments) do segment.Visible = false end
end
-- Opponent Reach Rings
local ringIndex = 1
for _, player in ipairs(Players:GetPlayers()) do
if player ~= LocalPlayer and player.Team ~= LocalPlayer.Team and ringIndex <= #opponentRings then
local oppChar = player.Character
local oppRoot = oppChar and oppChar:FindFirstChild("HumanoidRootPart")
local oppHumanoid = oppChar and oppChar:FindFirstChildOfClass("Humanoid")
if oppRoot and oppHumanoid and oppHumanoid.Health > 0 then
local currentRing = opponentRings[ringIndex]
currentRing.Visible = true
currentRing.Adornee = oppRoot
currentRing.CFrame = CFrame.new(0, -2.8, 0) * CFrame.Angles(math.rad(90), 0, 0)
ringIndex = ringIndex + 1
end
end
end
for i = ringIndex, #opponentRings do opponentRings[i].Visible = false end
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