-- 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 end)