
Key RequiredUniversal

local Players = game:GetService("Players")
local player = Players.LocalPlayer
local character = player.Character or player.CharacterAdded:Wait()
local humanoidRootPart = character:WaitForChild("HumanoidRootPart")
local trajectoryEnabled = false --T to toggle it
local trajectoryColor = Color3.fromRGB(255, 0, 0)
local trajectoryThickness = 2
local trajectoryPoints = {} -- Stores the trajectory points
local trajectoryParts = {} -- Stores the trajectory part instances
local function updateTrajectoryPoints()
if trajectoryEnabled then
table.insert(trajectoryPoints, humanoidRootPart.Position)
if #trajectoryPoints > 100 then
table.remove(trajectoryPoints, 1)
end
else
trajectoryPoints = {}
end
end
local function drawTrajectory()
for i = 1, #trajectoryParts do
trajectoryParts[i]:Destroy()
end
trajectoryParts = {}
if trajectoryEnabled and #trajectoryPoints > 1 then
for i = 1, #trajectoryPoints - 1 do
local startPoint = trajectoryPoints[i]
local endPoint = trajectoryPoints[i + 1]
if startPoint and endPoint then
local segment = Instance.new("Part")
segment.Name = "TrajectorySegment"
segment.BrickColor = BrickColor.new(trajectoryColor)
segment.Size = Vector3.new(trajectoryThickness, trajectoryThickness, (endPoint - startPoint).Magnitude)
segment.Anchored = true
segment.CanCollide = false
segment.Transparency = 0.5
segment.CFrame = CFrame.lookAt(startPoint, endPoint) * CFrame.new(0, 0, -segment.Size.Z/2)
segment.Parent = workspace
table.insert(trajectoryParts, segment)
end
end
end
end
local function toggleTrajectory()
trajectoryEnabled = not trajectoryEnabled
if not trajectoryEnabled then
for i = 1, #trajectoryParts do
trajectoryParts[i]:Destroy()
end
trajectoryParts = {}
end
end
character.Humanoid:GetPropertyChangedSignal("WalkSpeed"):Connect(updateTrajectoryPoints)
character.Humanoid.MoveToFinished:Connect(updateTrajectoryPoints)
game:GetService("RunService").Heartbeat:Connect(updateTrajectoryPoints)
game:GetService("RunService").RenderStepped:Connect(function()
drawTrajectory()
end)
game:GetService("UserInputService").InputBegan:Connect(function(input)
if input.KeyCode == Enum.KeyCode.T then
toggleTrajectory()
end
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