
1.3k Views
3.7k Executions
Fluent Heart
Universal Script 📌
2 months ago
Reviewed by QueueSherlockPaid revieweron How review works
Does it work?
No reports yetNo reports yet. Tried it? Be the first to say.
Also noticed:
Description
all the surface-level debug features you will need, and on the side: ws/jp editor tp/spectate to players potato graphics / no shadows built-in saveinstance button - more (i only described 10% here)
-- ==========================================
-- 1. RE-EXECUTION CLEANUP & STATE STORAGE
-- ==========================================
if _G.UniversalHubCleanup then
pcall(_G.UniversalHubCleanup)
end
local connections = {}
local activeLoops = {true}
local Lighting = game:GetService("Lighting")
local Players = game:GetService("Players")
local HttpService = game:GetService("HttpService")
local SoundService = game:GetService("SoundService")
local LocalPlayer = Players.LocalPlayer
_G.OriginalLighting = _G.OriginalLighting or {
Brightness = Lighting.Brightness,
Ambient = Lighting.Ambient,
GlobalShadows = true,
FogEnd = Lighting.FogEnd,
FogStart = Lighting.FogStart,
}
_G.OriginalGravity = workspace.Gravity
_G.OriginalCameraMaxZoom = LocalPlayer.CameraMaxZoomDistance
_G.OriginalFallenPartsDestroyHeight = workspace.FallenPartsDestroyHeight
Lighting.GlobalShadows = true
-- Spectate Tracer Cleanup Variables
local spectateBeam = nil
local spectateAtt0 = nil
local spectateAtt1 = nil
local function removeSpectateTracer()
if spectateBeam then pcall(function() spectateBeam:Destroy() end) spectateBeam = nil end
if spectateAtt0 then pcall(function() spectateAtt0:Destroy() end) spectateAtt0 = nil end
if spectateAtt1 then pcall(function() spectateAtt1:Destroy() end) spectateAtt1 = nil end
end
Comments
0Log in to join the conversation. Login
No comments yet. Be the first!