
KeylessUniversal

-- Naoya Projection: Procedural Animation Engine (Infinite Scaling & Horizon Gaze)
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local TweenService = game:GetService("TweenService")
local Debris = game:GetService("Debris")
local player = Players.LocalPlayer
local character, humanoid, root
local rigType = Enum.HumanoidRigType.R6
-- State Variables
local isActive = false
local isExecuting = false
local momentum = 0
local trailInterval = 0.05
local lastTrailTime = 0
local lastPhaseUpdate = 0
-- Movement & Procedural Config
local BASE_ACCEL = 6.5
local FRICTION = 0.30
local distanceTraveled = 0
local lastMoveDir = Vector3.new(0, 0, 1)
local currentLean = 0
-- Drawing Variables
local isDrawing = false
local drawnFrames = {}
local drawInterval = 0.1
local lastDrawTime = 0
local startClone = nil
local originalTransparencies = {}
-- Joint References for Procedural Animation
local rootMotor = nil
local originalRootC0 = nil
local neckMotor = nil
local originalNeckC0 = nil
local limbs = {RA = nil, LA = nil, RL = nil, LL = nil, RE = nil, LE = nil, RK = nil, LK = nil}
local originalC0 = {}
local allMotors = {}
-- ==========================================
-- SOUND EFFECTS
-- ==========================================
local teleportSound = Instance.new("Sound")
teleportSound.SoundId = "rbxassetid://82433875401352"
teleportSound.Volume = 1
teleportSound.PlaybackSpeed = 1.2
-- ==========================================
-- RAW / STYLIZED UI SETUP
-- ==========================================
local screenGui = Instance.new("ScreenGui", player.PlayerGui)
screenGui.Name = "ProjectionSorceryUI"
screenGui.ResetOnSpawn = false
screenGui.IgnoreGuiInset = true
local topBar = Instance.new("Frame", screenGui)
topBar.Size = UDim2.new(1, 0, 0, 24)
topBar.Position = UDim2.new(0, 0, 0, 0)
topBar.BackgroundColor3 = Color3.fromRGB(0, 0, 0)
topBar.BackgroundTransparency = 0.25
topBar.BorderSizePixel = 0
topBar.Visible = false
local topText = Instance.new("TextLabel", topBar)
topText.Size = UDim2.new(1, 0, 1, 0)
topText.Position = UDim2.new(0, 0, 0, 0)
topText.BackgroundTransparency = 1
topText.Text = "By YEETTEET"
topText.TextColor3 = Color3.fromRGB(255, 255, 255)
topText.Font = Enum.Font.Arial
topText.TextSize = 18
topText.TextXAlignment = Enum.TextXAlignment.Center
topText.TextStrokeTransparency = 0.85
local uiContainer = Instance.new("Frame", screenGui)
uiContainer.Size = UDim2.new(0, 200, 0, 70)
uiContainer.Position = UDim2.new(0.5, -100, 0.85, -35)
uiContainer.BackgroundTransparency = 1
uiContainer.Visible = false
local function createRawButton(name, yPos, defaultText)
local btn = Instance.new("TextButton", uiContainer)
btn.Name = name
btn.Size = UDim2.new(1, 0, 0, 30)
btn.Position = UDim2.new(0, 0, 0, yPos)
btn.BackgroundColor3 = Color3.fromRGB(10, 10, 10)
btn.BorderSizePixel = 1
btn.BorderColor3 = Color3.fromRGB(80, 80, 80)
btn.TextColor3 = Color3.fromRGB(200, 200, 200)
btn.Text = defaultText
btn.Font = Enum.Font.Code
btn.TextSize = 14
btn.AutoButtonColor = false
return btn
end
local toggleButton = createRawButton("Toggle", 0, "[ PROJECTION: OFF ]")
local drawBtn = createRawButton("Draw", 40, "DRAW PATH")
local function applyRawHover(button)
button.MouseEnter:Connect(function()
button.BackgroundColor3 = Color3.fromRGB(200, 200, 200)
button.TextColor3 = Color3.fromRGB(10, 10, 10)
end)
button.MouseLeave:Connect(function()
button.BackgroundColor3 = Color3.fromRGB(10, 10, 10)
if button.Name == "Toggle" then
button.TextColor3 = isActive and Color3.fromRGB(150, 0, 255) or Color3.fromRGB(200, 200, 200)
else
button.TextColor3 = isDrawing and Color3.fromRGB(0, 255, 255) or Color3.fromRGB(200, 200, 200)
end
end)
end
applyRawHover(toggleButton)
applyRawHover(drawBtn)
-- ==========================================
-- INTRO SEQUENCE
-- ==========================================
task.spawn(function()
local introFrame = Instance.new("Frame", screenGui)
introFrame.Size = UDim2.new(1, 0, 1, 0)
introFrame.BackgroundTransparency = 1
local introImage = Instance.new("ImageLabel", introFrame)
introImage.Size = UDim2.new(0, 300, 0, 300)
introImage.Position = UDim2.new(0.5, -150, 0.5, -180)
introImage.BackgroundTransparency = 1
introImage.Image = "rbxthumb://type=Asset&id=111776532678554&w=420&h=420"
introImage.ScaleType = Enum.ScaleType.Fit
introImage.ImageTransparency = 1
local introText = Instance.new("TextLabel", introFrame)
introText.Size = UDim2.new(0, 400, 0, 50)
introText.Position = UDim2.new(0.5, -200, 0.5, 120)
introText.BackgroundTransparency = 1
introText.Text = "PROJECTION SORCERY"
introText.TextColor3 = Color3.fromRGB(150, 0, 255)
introText.Font = Enum.Font.Oswald
introText.TextSize = 36
introText.TextTransparency = 1
introText.TextStrokeTransparency = 0.8
TweenService:Create(introImage, TweenInfo.new(0.8), {ImageTransparency = 0}):Play()
TweenService:Create(introText, TweenInfo.new(0.8), {TextTransparency = 0}):Play()
task.wait(2.5)
TweenService:Create(introImage, TweenInfo.new(0.5), {ImageTransparency = 1}):Play()
TweenService:Create(introText, TweenInfo.new(0.5), {TextTransparency = 1}):Play()
task.wait(0.6)
introFrame:Destroy()
topBar.Visible = true
uiContainer.Visible = true
end)
-- ==========================================
-- VISUALS & PHASING ENGINE
-- ==========================================
local function updatePhasing(shouldPhase)
if not character then return end
local phaseFolder = character:FindFirstChild("PhaseConstraints")
if not phaseFolder then
phaseFolder = Instance.new("Folder", character)
phaseFolder.Name = "PhaseConstraints"
end
phaseFolder:ClearAllChildren()
if shouldPhase then
for _, otherPlayer in ipairs(Players:GetPlayers()) do
if otherPlayer ~= player and otherPlayer.Character then
for _, myPart in ipairs(character:GetChildren()) do
if myPart:IsA("BasePart") then
for _, theirPart in ipairs(otherPlayer.Character:GetChildren()) do
if theirPart:IsA("BasePart") then
local ncc = Instance.new("NoCollisionConstraint")
ncc.Part0 = myPart
ncc.Part1 = theirPart
ncc.Parent = phaseFolder
end
end
end
end
end
end
end
end
local function setPlayerVisibility(visible)
if not character then return end
for _, part in pairs(character:GetDescendants()) do
if (part:IsA("BasePart") and part.Name ~= "HumanoidRootPart") or part:IsA("Decal") then
if not visible then
if originalTransparencies[part] == nil then originalTransparencies[part] = part.Transparency end
part.Transparency = 1
else
if originalTransparencies[part] ~= nil then part.Transparency = originalTransparencies[part] end
end
end
end
end
local function makeGlassFrame(clone)
for _, child in pairs(clone:GetDescendants()) do
if child:IsA("Humanoid") or child:IsA("Script") or child:IsA("LocalScript") or child:IsA("Accessory") or child:IsA("Shirt") or child:IsA("Pants") or child:IsA("ShirtGraphic") or child:IsA("Decal") then
child:Destroy()
elseif child:IsA("Motor6D") then
local realMotor = character:FindFirstChild(child.Name, true)
if realMotor and realMotor:IsA("Motor6D") then
child.C0 = realMotor.C0
child.Transform = CFrame.new()
end
elseif child:IsA("BasePart") then
if child:IsA("MeshPart") then child.TextureID = "" end
child.Material = Enum.Material.Glass
child.Color = Color3.fromRGB(100, 200, 255)
child.Transparency = 0.4
child.Reflectance = 0.2
child.Anchored = true
child.CanCollide = false
child.CanTouch = false
child.CanQuery = false
if child.Name == "HumanoidRootPart" then child:Destroy() end
end
end
end
local function createAfterimage()
character.Archivable = true
local clone = character:Clone()
clone.Name = "ProjectionTrail"
makeGlassFrame(clone)
for _, child in pairs(clone:GetDescendants()) do
if child:IsA("BasePart") then
TweenService:Create(child, TweenInfo.new(0.4, Enum.EasingStyle.Quad, Enum.EasingDirection.Out), {Transparency = 1}):Play()
end
end
clone:PivotTo(character:GetPivot())
clone.Parent = workspace
Debris:AddItem(clone, 0.4)
end
local function createStaticFrame(frameNumber)
character.Archivable = true
local clone = character:Clone()
clone.Name = "ProjectionCheckpoint"
makeGlassFrame(clone)
for _, child in pairs(clone:GetDescendants()) do
if child:IsA("BasePart") then child.Transparency = 0.25 end
end
local primaryPart = clone:FindFirstChild("UpperTorso") or clone:FindFirstChild("Torso") or clone:FindFirstChild("Head")
if primaryPart then
local bbGui = Instance.new("BillboardGui", primaryPart)
bbGui.Size = UDim2.new(0, 40, 0, 40)
bbGui.StudsOffset = Vector3.new(0, 3, 0)
bbGui.AlwaysOnTop = true
local label = Instance.new("TextLabel", bbGui)
label.Size = UDim2.new(1, 0, 1, 0)
label.BackgroundTransparency = 1
label.Text = tostring(frameNumber)
label.TextColor3 = Color3.fromRGB(0, 255, 255)
label.TextStrokeTransparency = 0
label.Font = Enum.Font.Code
label.TextScaled = true
end
clone.Parent = workspace
return clone
end
-- ==========================================
-- RESET ENGINE HELPERS
-- ==========================================
local function resetJoints()
if rootMotor and originalRootC0 then rootMotor.C0 = originalRootC0 end
if neckMotor and originalNeckC0 then neckMotor.C0 = originalNeckC0 end
for jointName, motor in pairs(limbs) do
if motor and originalC0[jointName] then
motor.C0 = originalC0[jointName]
end
end
end
-- ==========================================
-- EXECUTION ENGINE
-- ==========================================
local function toggleProjection(forceState)
if isExecuting then return end
isActive = forceState ~= nil and forceState or not isActive
if isActive then
toggleButton.Text = "[ PROJECTION: ACTIVE ]"
toggleButton.TextColor3 = Color3.fromRGB(150, 0, 255)
toggleButton.BorderColor3 = Color3.fromRGB(150, 0, 255)
updatePhasing(true)
else
toggleButton.Text = "[ PROJECTION: OFF ]"
toggleButton.TextColor3 = Color3.fromRGB(200, 200, 200)
toggleButton.BorderColor3 = Color3.fromRGB(80, 80, 80)
if humanoid then humanoid.WalkSpeed = 16 end
updatePhasing(false)
momentum = 0
currentLean = 0
resetJoints()
end
end
local function executeDraw()
if isExecuting then return end
isDrawing = false
isExecuting = true
drawBtn.Text = "DRAW PATH"
drawBtn.TextColor3 = Color3.fromRGB(200, 200, 200)
drawBtn.BorderColor3 = Color3.fromRGB(80, 80, 80)
setPlayerVisibility(true)
local antiGravity = nil
if root then
antiGravity = Instance.new("BodyVelocity")
antiGravity.MaxForce = Vector3.new(100000, 100000, 100000)
antiGravity.Velocity = Vector3.zero
antiGravity.Parent = root
end
if startClone and root then
root.CFrame = startClone:GetPivot()
teleportSound:Play()
task.wait(0.15)
startClone:Destroy()
startClone = nil
end
for i, frameData in ipairs(drawnFrames) do
if root and frameData.CFrame then
root.CFrame = frameData.CFrame
root.AssemblyLinearVelocity = Vector3.zero
teleportSound:Play()
local fakePhase = i * 0.8
local swingA = math.rad(60 * math.sin(fakePhase))
local swingL = math.rad(50 * math.sin(fakePhase))
if limbs.RA and originalC0.RA then limbs.RA.C0 = originalC0.RA * CFrame.Angles(swingA, math.rad(-6), math.rad(4)) end
if limbs.LA and originalC0.LA then limbs.LA.C0 = originalC0.LA * CFrame.Angles(-swingA, math.rad(6), math.rad(-4)) end
if limbs.RL and originalC0.RL then limbs.RL.C0 = originalC0.RL * CFrame.Angles(-swingL, 0, math.rad(-1.5)) end
if limbs.LL and originalC0.LL then limbs.LL.C0 = originalC0.LL * CFrame.Angles(swingL, 0, math.rad(1.5)) end
end
if frameData.Model then frameData.Model:Destroy() end
task.wait(0.05)
end
if antiGravity then antiGravity:Destroy() end
drawnFrames = {}
resetJoints()
isExecuting = false
end
drawBtn.MouseButton1Click:Connect(function()
if isExecuting then return end
if not isActive then toggleProjection(true) end
if isDrawing then
task.spawn(executeDraw)
else
isDrawing = true
drawnFrames = {}
character.Archivable = true
startClone = character:Clone()
startClone.Name = "ProjectionStart"
makeGlassFrame(startClone)
startClone.Parent = workspace
setPlayerVisibility(false)
drawBtn.Text = "> TRACKING (24) <"
drawBtn.TextColor3 = Color3.fromRGB(0, 255, 255)
drawBtn.BorderColor3 = Color3.fromRGB(0, 255, 255)
lastDrawTime = tick()
end
end)
toggleButton.MouseButton1Click:Connect(function()
if isDrawing then task.spawn(executeDraw) end
toggleProjection()
end)
-- ==========================================
-- CHARACTER INITIALIZATION & RIG DETECTION
-- ==========================================
local function onCharacterAdded(newChar)
character = newChar
humanoid = character:WaitForChild("Humanoid")
root = character:WaitForChild("HumanoidRootPart")
rigType = humanoid.RigType
task.delay(0.5, function()
allMotors = {}
originalC0 = {}
for _, desc in ipairs(character:GetDescendants()) do
if desc:IsA("Motor6D") then table.insert(allMotors, desc) end
end
if rigType == Enum.HumanoidRigType.R15 then
rootMotor = character:FindFirstChild("Root", true)
neckMotor = character:FindFirstChild("Neck", true)
else
rootMotor = character:FindFirstChild("RootJoint", true)
neckMotor = character:FindFirstChild("Neck", true)
end
if rootMotor then originalRootC0 = rootMotor.C0 end
if neckMotor then originalNeckC0 = neckMotor.C0 end
limbs.RA = character:FindFirstChild("RightShoulder", true) or character:FindFirstChild("Right Shoulder", true)
limbs.LA = character:FindFirstChild("LeftShoulder", true) or character:FindFirstChild("Left Shoulder", true)
limbs.RL = character:FindFirstChild("RightHip", true) or character:FindFirstChild("Right Hip", true)
limbs.LL = character:FindFirstChild("LeftHip", true) or character:FindFirstChild("Left Hip", true)
if rigType == Enum.HumanoidRigType.R15 then
limbs.RE = character:FindFirstChild("RightElbow", true)
limbs.LE = character:FindFirstChild("LeftElbow", true)
limbs.RK = character:FindFirstChild("RightKnee", true)
limbs.LK = character:FindFirstChild("LeftKnee", true)
else
limbs.RE, limbs.LE, limbs.RK, limbs.LK = nil, nil, nil, nil
end
for jointName, motor in pairs(limbs) do
if motor then originalC0[jointName] = motor.C0 end
end
end)
teleportSound.Parent = root
momentum = 0
distanceTraveled = 0
currentLean = 0
isDrawing = false
isExecuting = false
drawnFrames = {}
originalTransparencies = {}
end
player.CharacterAdded:Connect(onCharacterAdded)
if player.Character then onCharacterAdded(player.Character) end
-- ==========================================
-- DYNAMIC NATIVE ANIMATION MUTING
-- ==========================================
RunService.RenderStepped:Connect(function()
if isActive and (momentum > 0.1 or isExecuting) then
for _, motor in ipairs(allMotors) do
motor.Transform = CFrame.new()
end
end
end)
-- ==========================================
-- MAIN PHYSICS & MOMENTUM LOOP
-- ==========================================
RunService.Heartbeat:Connect(function(dt)
if not humanoid or not root or isExecuting then return end
if isActive and tick() - lastPhaseUpdate > 1 then
updatePhasing(true)
lastPhaseUpdate = tick()
end
if isActive then
humanoid.WalkSpeed = 1
local moveDir = humanoid.MoveDirection
if moveDir.Magnitude > 0 then
lastMoveDir = moveDir
-- NEW INFINITE ACCELERATION CURVE
-- Smoothly scales down acceleration as you go faster, but never hits a dead wall.
local dynamicFactor = 1 / (1 + (momentum / 120))
momentum = momentum + (BASE_ACCEL * dynamicFactor * dt * 60)
local targetLean = math.clamp(momentum * 0.6, 0, 65)
currentLean = currentLean + (targetLean - currentLean) * 0.25
else
momentum = momentum * FRICTION
if momentum < 1 then momentum = 0 end
currentLean = currentLean + (0 - currentLean) * 0.45
end
if momentum > 0.1 then
distanceTraveled = distanceTraveled + (momentum * dt)
local targetPos = root.Position + (lastMoveDir * momentum * dt)
local targetLookCFrame = CFrame.lookAt(Vector3.zero, Vector3.new(lastMoveDir.X, 0, lastMoveDir.Z))
local currentLookCFrame = root.CFrame - root.Position
local newLookCFrame = currentLookCFrame:Lerp(targetLookCFrame, 0.25)
root.CFrame = newLookCFrame + targetPos
root.AssemblyLinearVelocity = Vector3.zero
if rootMotor and originalRootC0 then
local stepBob = math.sin(distanceTraveled * 0.45) * 0.25 * math.clamp(momentum / 50, 0, 1)
rootMotor.C0 = originalRootC0 * CFrame.new(0, stepBob, 0) * CFrame.Angles(math.rad(-currentLean), 0, 0)
end
-- CORRECTED HORIZON GAZE: Multiplier bumped to 0.90 to lock the face right onto the track ahead
if neckMotor and originalNeckC0 then
local scanYaw = math.rad(18 * math.sin(tick() * 2.5))
local neckCompensation = currentLean * 0.90
neckMotor.C0 = originalNeckC0 * CFrame.Angles(math.rad(-neckCompensation), scanYaw, 0)
end
local armAmp = math.clamp(currentLean * 1.8, 0, 90)
local legAmp = math.clamp(currentLean * 1.5, 0, 80)
local runPhase = distanceTraveled * 0.42
local targetArmSwing = math.rad(armAmp * math.sin(runPhase))
local targetLegSwing = math.rad(legAmp * math.sin(runPhase))
if limbs.RA and originalC0.RA then limbs.RA.C0 = originalC0.RA * CFrame.Angles(targetArmSwing, math.rad(-6), math.rad(4)) end
if limbs.LA and originalC0.LA then limbs.LA.C0 = originalC0.LA * CFrame.Angles(-targetArmSwing, math.rad(6), math.rad(-4)) end
if limbs.RL and originalC0.RL then limbs.RL.C0 = originalC0.RL * CFrame.Angles(-targetLegSwing, 0, math.rad(-1.5)) end
if limbs.LL and originalC0.LL then limbs.LL.C0 = originalC0.LL * CFrame.Angles(targetLegSwing, 0, math.rad(1.5)) end
if rigType == Enum.HumanoidRigType.R15 then
local currentElbowFlex = math.rad(75 + 15 * math.abs(math.sin(runPhase)))
local rightLegVelocity = -math.cos(runPhase)
local leftLegVelocity = math.cos(runPhase)
local rKneeFlex = math.rad(15)
local lKneeFlex = math.rad(15)
if rightLegVelocity > 0 then
rKneeFlex = rKneeFlex + (rightLegVelocity * math.rad(70))
end
if leftLegVelocity > 0 then
lKneeFlex = lKneeFlex + (leftLegVelocity * math.rad(70))
end
if limbs.RE and originalC0.RE then limbs.RE.C0 = originalC0.RE * CFrame.Angles(currentElbowFlex, 0, 0) end
if limbs.LE and originalC0.LE then limbs.LE.C0 = originalC0.LE * CFrame.Angles(currentElbowFlex, 0, 0) end
if limbs.RK and originalC0.RK then limbs.RK.C0 = originalC0.RK * CFrame.Angles(-rKneeFlex, 0, 0) end
if limbs.LK and originalC0.LK then limbs.LK.C0 = originalC0.LK * CFrame.Angles(-lKneeFlex, 0, 0) end
end
if not isDrawing and tick() - lastTrailTime > trailInterval and momentum > 5 then
createAfterimage()
lastTrailTime = tick()
end
if isDrawing and tick() - lastDrawTime > drawInterval and momentum > 2 then
if #drawnFrames < 24 then
local frameCount = #drawnFrames + 1
local frame = createStaticFrame(frameCount)
table.insert(drawnFrames, {Model = frame, CFrame = root.CFrame})
drawBtn.Text = "> TRACKING (" .. (24 - frameCount) .. ") <"
lastDrawTime = tick()
if #drawnFrames >= 24 then
task.spawn(executeDraw)
end
end
end
else
if currentLean > 0.1 then
if rootMotor and originalRootC0 then
rootMotor.C0 = rootMotor.C0:Lerp(originalRootC0 * CFrame.Angles(math.rad(-currentLean), 0, 0), 0.3)
end
if neckMotor and originalNeckC0 then
local neckCompensation = currentLean * 0.90
neckMotor.C0 = neckMotor.C0:Lerp(originalNeckC0 * CFrame.Angles(math.rad(-neckCompensation), 0, 0), 0.3)
end
else
currentLean = 0
if rootMotor and originalRootC0 then rootMotor.C0 = originalRootC0 end
if neckMotor and originalNeckC0 then neckMotor.C0 = originalNeckC0 end
end
for jointName, motor in pairs(limbs) do
if motor and originalC0[jointName] then
motor.C0 = motor.C0:Lerp(originalC0[jointName], 0.45)
if currentLean == 0 then
motor.C0 = originalC0[jointName]
end
end
end
end
end
end)



thats cool but where is controll for pc
and wth with my movement