PeakPitchCrosshair

v0.3.3·Updated 2025-09-01

Peak Pitch Crosshair can display world-anchored pitch markers in the game.

About this mod Author’s original text

Peak Pitch Crosshair

Peak Pitch Crosshair is a mod for Peak that overlays pitch-aligned markers directly in the game world. Instead of a flat HUD, the markers are world-anchored to objects in the scene—so as you tilt your view, each marker corresponds to a musical note (C4 through C6). The plugin uses the player’s vertical look angle to map directly to pitch, and raycasts are used to “stick” the markers onto visible geometry (like trees or terrain). This way, the crosshair doesn’t float statically on screen—it naturally follows your perspective, showing exactly which note range you’re aiming for as you play the in-game bugle.

Features

  • World-anchored pitch ranges: Each note’s angle range is represented by a bracket or label that aligns with whatever world object it hits.
  • Corrected angle boundaries: No overlapping ranges; bottom note (“1′”) properly extends toward the horizon edge.
  • Edge clamping: Optional extension of first/last ranges up to ±EdgeClampDeg (default is 85°).
  • Raycast fallback: Configurable fallback option to render markers even when raycast doesn't hit any object.
  • Sharp toggle (F7): Show or hide sharp (#) note ranges at runtime.
  • Precision Point (F8): Show or hide precision point at runtime.
  • Readable labels: Uses in-game fonts, big bold characters, text outlines, and dark semi-transparent backgrounds for high visibility.
  • Configurable styling: Adjust font size, boldness, tick width/thickness, opacity, and more via BepInEx config.

Installation

  • Install BepInEx in your Unity game.
  • Place PeakPitchCrosshair.dll into the BepInEx/plugins/ folder.
  • Launch the game and press F6 to toggle the overlay on/off, F7 to toggle sharp notes visibility, or F8 to toggle precision point.

Configuration

All settings are accessible in the generated config file (BepInEx/config/PeakPitchCrosshair.cfg). Configurable options include:

  • Range & fallback:
  • EdgeClampDeg: Maximum angle to extend topmost/bottommost note ranges (default: 85).
  • FallbackWhenNoHit: Whether to render markers even when no object is hit (default: true).
  • Font styling:
  • FontSize, FontBold, PreferredFontName.
  • Visual settings (bands):
  • TickHalfWidthPx, TickThicknessPx, BracketThicknessPx, AlphaNatural, AlphaSharp, AlphaActiveBoost.
  • Behavior (bands):
  • InvertPitch, ShowLabels, HighlightActive, ShowSharps.
  • Precise points overlay:
  • ShowPrecisePoints, TogglePrecisePointsKey (default: F8).
  • PrecisePointSizePx, PrecisePointThicknessPx, PrecisePointAlpha.
  • PrecisePointShowLabel (default: false).
  • Sharp precise points respect the global ShowSharps toggle.

Usage

  • Toggle the overlay on/off with F6.
  • Toggle sharp (#) note ranges and sharp precise points with F7.
  • Toggle precise anchor-point crosshairs with F8.
  • Customize all appearance, opacity, and behavior options via the config file at runtime.

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-BepInExPack_PEAKPEAKModding-PEAKLib_CorePEAKModding-PEAKLib_UI

File & checksum

Filename
PeakPitchCrosshair-0.3.3.zip
File size
161.2 KiB