
KeylessUniversal

-- Made By @KevinMitnickHKR.
-- Note: Do Not Claim That This Is Yours.
-- This Code Is Open Source But If You Are Gonna Steal The Whole Code And Claiming it To Be Yours Your Gonna Be Reported And Announced.
-- Contact Me At Discord If You Need Anything Else.
-- Updated v2
local a = tick()
if not game:IsLoaded() then
game.Loaded:Wait()
end
wait(0.1)
pcall(function()
sethiddenproperty(game.Lighting, "Technology", 2)
end)
pcall(function()
game.Lighting.GlobalShadows = false
end)
pcall(function()
game.Lighting.FogEnd = 9e9
end)
pcall(function()
local sky = game.Lighting:FindFirstChildOfClass("Sky")
if sky then
sky:Destroy()
end
end)
pcall(function()
local bloom = game.Lighting:FindFirstChild("Bloom")
if bloom and bloom:IsA("BloomEffect") then
bloom.Enabled = false
end
end)
pcall(function()
local depthOfField = game.Lighting:FindFirstChild("DepthOfField")
if depthOfField and depthOfField:IsA("DepthOfFieldEffect") then
depthOfField.Enabled = false
end
end)
pcall(function()
local sunRays = game.Lighting:FindFirstChild("SunRays")
if sunRays and sunRays:IsA("SunRaysEffect") then
sunRays.Enabled = false
end
end)
pcall(function()
local vignette = game.Lighting:FindFirstChild("Vignette")
if vignette and vignette:IsA("VignetteEffect") then
vignette.Enabled = false
end
end)
pcall(function()
local colorCorrection = game.Lighting:FindFirstChild("ColorCorrection")
if colorCorrection and colorCorrection:IsA("ColorCorrectionEffect") then
colorCorrection.Enabled = false
end
end)
pcall(function()
settings().Rendering.QualityLevel = 1
end)
pcall(function()
setsimulationradius(0, 0)
end)
pcall(function()
local terrain = workspace:FindFirstChildOfClass("Terrain")
if terrain then
sethiddenproperty(terrain, "Decoration", false)
terrain.Elasticity = 0
terrain.WaterEnabled = false
terrain.SmoothTerrain = false
end
end)
for _, descendant in pairs(game:GetDescendants()) do
pcall(function()
if descendant:IsA("ParticleEmitter") then
descendant.Enabled = false
elseif descendant:IsA("Trail") then
descendant.Enabled = false
elseif descendant:IsA("Smoke") then
descendant.Enabled = false
end
end)
end
for _, descendant in pairs(game:GetDescendants()) do
pcall(function()
if descendant:IsA("Explosion") or descendant:IsA("Fire") or descendant:IsA("Sparkles") then
descendant:Destroy()
end
end)
end
for _, c in pairs(game:GetDescendants()) do
task.spawn(function()
wait()
pcall(function()
if c:IsA("DataModelMesh") then
sethiddenproperty(c, "LODX", Enum.LevelOfDetailSetting.Low)
sethiddenproperty(c, "LODY", Enum.LevelOfDetailSetting.Low)
c.CollisionFidelity = "Hull"
elseif c:IsA("UnionOperation") then
c.CollisionFidelity = "Hull"
elseif c:IsA("Model") then
sethiddenproperty(c, "LevelOfDetail", 1)
elseif c:IsA("BasePart") then
c.Reflectance = 0
c.CastShadow = false
end
end)
end)
end
for _, e in pairs(game.Lighting:GetChildren()) do
pcall(function()
if e:IsA("PostEffect") then
e.Enabled = false
end
end)
end
for _, part in pairs(workspace:GetDescendants()) do
pcall(function()
if part:IsA("BasePart") then
part.CastShadow = false
end
end)
end
warn("Low graphics loaded! (" .. math.floor(tick() - a) .. "s)")No comments yet for this script.



