RedEye

v1.0.0·Updated 2026-04-26

Highlights nearby entities and hazards with a hotkey toggle.

Screenshots 8 screenshots

About this mod Author’s original text

RedEye

Highlights nearby entities and hazards with a hotkey toggle.

Ever want to see the monsters in the dark before they eat you alive? Well, now you can! Use RedEye vision and see entities and hazards highlighted from a distance. Fully configurable, with different colored vision mode presets to choose from!

Note

  • Everyone in the lobby will need to have this mod installed.

Features

  • Entity highlighting — Enemies glow with a colored emission effect when RedEye vision is active. The glow pulses subtly and scales with distance, brighter when close and dimmer when far.
  • Hazard detection — Turrets, Landmines, and Spike Traps are highlighted alongside enemies. Can be toggled independently in the config.
  • Five color presets — Choose from Ruby, Emerald, Lapis, Amethyst, or Amber to change the highlight and screen tint color.
  • Tactical target HUD — Displays the name and distance of the enemy you are looking at in real-time. Corner brackets track the entity on screen and scale with proximity. Fully optional and repositionable via config.
  • Glow intensity control — Adjust how strongly entities are highlighted with a dedicated slider. Useful for tuning the effect to your preference or display.
  • Hotkey toggle — Enable or disable RedEye vision on the fly with a configurable hotkey (default:.).
  • LethalConfig support — Adjust all settings in-game without restarting. (LethalConfig recommended.)
  • Modded enemy support — Uses a hybrid rendering approach to handle both standard HDRP enemies and enemies using custom shaders, so most modded enemies will glow correctly.

Screenshots

Colored Presets For Entity Detection

Ruby

Emerald

Lapis

Amethyst

Amber

Hazard Detection

Highlights Turrets

Highlights Landmines

Highlights Spike Traps

Configuration

Visual Configuration.

Behavior Configuration.

Installation

Install via r2modman or the app. Dependencies are handled automatically.

Manual install: Drop RedEye.dll into BepInEx/plugins/RedEye.

Usage

  • Press. (period) to toggle RedEye vision on or off.
  • Nearby enemies and hazards will glow in your chosen color preset.
  • Look directly at an enemy to display its name and distance in the target HUD.
  • Press. again to toggle off — all entity appearances are fully restored.

The hotkey can be rebound in-game via the controls menu (requires LethalCompanyInputUtils).

Configuration

All settings can be adjusted via the BepInEx config file or in-game with LethalConfig.

Visual

  • Color — Color preset for entity highlighting and screen tint (Ruby, Emerald, Lapis, Amethyst, Amber).
  • GlowIntensity — Overall brightness multiplier for the entity glow. Range: 0.1–3.0.
  • ScreenTintOpacity — Opacity of the full-screen color tint. Range: 0.0–0.2.
  • HUD Position X / Y — Screen position of the Entity HUD Text readout.

Behavior

  • MaxRange — Maximum distance at which entities will glow. Range: 25–500 meters.
  • IncludeHazards — Whether Turrets, Landmines, and Spike Traps are highlighted.
  • EnableScanline — Toggles the moving CRT-style scanline sweep effect.
  • EnableTargetHUD — Toggles the entity name and distance readout.

Known Limitations

  • Circuit Bees — Cannot be highlighted. Their renderer uses Unity's Visual Effects Graph (VFX Graph), which does not expose any color properties that can be modified at runtime.
  • Fog and haze — The entity glow is rendered by the game's standard depth pipeline, so thick fog or volumetric haze can obscure the highlight on distant entities. Adjusting Max Range to match your typical visibility conditions is recommended.
  • Modded enemies with unusual shaders — Most modded enemies will glow correctly. Enemies using highly custom or non-standard shaders may have reduced or no glow effect.
  • Lobby requirement — All players in the lobby must have RedEye installed.

Credits

Developed by Yakka_Productions — GitHub

Built with BepInEx and LethalCompanyInputUtils.

Changelog

1.0.0

  • Initial release.

Install & use Install: BepInEx plugin

  1. The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
  2. Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
  3. Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
  4. Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.

Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.

Dependencies

Install these first, or the mod will not work:

BepInEx-BepInExPackRune580-LethalCompany_InputUtils

File & checksum

Filename
RedEye-1.0.0.zip
File size
82.7 KiB