UltimatePrediction
PEAK's all-round impact point prediction: impact point, collision box, range and real physics preview of thrown objects/basketballs/chess pieces/rope cannons/chains/explosives, with a small window for observation of the impact point.
About this mod Machine translation
UltimatePrediction
PEAK is a comprehensive landing point prediction module. Provides real-time predictions of impact point, final hitbox, rope length and droop, and explosion/healing range for throwable props, basketballs and chess pieces, rope cannons, chain launchers, and explosives.
- Game: PEAK (Unity 6 / Mono / BepInEx 5)
- Module ID: com.zhuanban.peak.ultimateprediction
Install
- Install BepInExPack for PEAK.
- Place plugins/UltimatePrediction.dll into the BepInEx/plugins/ directory of the game.
- Start the game; the first run will generate a configuration file in BepInEx/config/com.zhuanban.peak.ultimateprediction.cfg.
Function
Projection of impact point of thrown objects
| Props | Prediction content |
|---|---|
| Magic Beans | Drop point, growth normal, vine length and final hitbox (climbable/unclimbable shading) |
| Cloud Mushroom | Predict the breaking point and cloud platform landing point based on the game's real "speed + time" breaking conditions |
| Elastic Mushroom | Breaking point, elastic platform landing point and direction |
| Pedal Mushroom | Breaking point, platform landing point and direction |
| Quqiangu | Flight trajectory, teleportation point within the teleportation time window |
| Elixir Mushroom | Breaking Point and Healing Radius |
| Explosives | Final position (taking into account fuse time) and explosion radius |
| Anti-heavy artillery/healing darts | Ray hit point and trajectory |
| Basketball / Teleport Basketball | Real-time prediction shows the first impact point; accurate physics preview completely simulates the real bounce until it stops (the teleportation point is displayed when the teleport basketball hits the terrain and triggers teleportation) |
| Chess pieces (all C_*) | Landing point and collision box after landing |
| Other special throwing objects | Props with special effects such as fragmentation generation/adhesion/collision triggering, etc., all provide universal landing points + collision box predictions |
Rope gun/chain launcher/launch type
- Rope Cannon: While holding down the precision preview key (default right mouse button), replay a complete launch with the game's real rope prefab and real joint chain: Anchor point flies out → Rope is generated upon arrival → Released frame by frame. The rope shape is determined by the dynamics of dozens of joints, so only precise patterns are available.
- Chain Launcher: Press and hold the left button to use it to display the chain's landing point, length and true drooping form.
- Launch type (anti-heavy cannon, healing dart): Display precise hit point and trajectory when holding down the left button.
Two sets of forecasts
① Real-time analysis and prediction (automatically displayed when charging, recalculated every frame, about 0.2~2ms each time)
- Analyze the ballistics according to the integral formula of PhysX, and project the sweep shape on the real scene to find the collision; the sweep comes with a perfect CCD and will not penetrate thin geometry.
- Select the projection shape according to the true type of the collision body (ball/capsule/box is completely accurate), and the convex mesh uses "movement direction support point ray" to accurately determine the first contact.
- Contact responses aligned to PhysX source code (material merging, bounceThreshold, contactOffset, static/dynamic friction).
- Zero copying, zero baking, no physical scenes created, no lag.
② Precise physical preview (press and hold the precise preview key, default right mouse button, wait 1~2 seconds)
- Place a real rigid body probe in the main scene (clone the prop prefab, strip off all logical components, retain the real collision body and material), and use the game's own PhysX to run the entire trajectory. The result is exactly the same as the game.
- There are no artificial restrictions: no time limit, no limit on the number of bounces, no artificial speed threshold; the simulation is continued until the object is truly stationary (PhysX sleep), …
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- 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.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- 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.
Install these first, or the mod will not work: