HitboxWireframeVisualizer

v1.0.0·Updated 2026-03-03

Overlay wireframe hitboxes for nearby objects (enemies, players, room modules, items) and optionally make the underlying models transparent. Close rangeのenemy/プレイヤー/部屋モジュール/アイテムの道たりdeterminationをrepresentation

About this mod Machine translation

HitboxWireframeVisualizer

Overview

HitboxWireframeVisualizer draws a wireframe overlay for nearby hitboxes (colliders) in real time.

It supports enemies, players, room modules, and items, and can optionally make the underlying models transparent so small or tight colliders remain visible.

Features

  • Wireframe hitbox overlay for nearby colliders
  • BoxCollider / SphereCollider / CapsuleCollider
  • MeshCollider optional (drawn as bounds box)
  • Category filters (toggle per genre)
  • Enemy / Player / RoomModule / Item
  • Color rules
  • Triggers use a dedicated color
  • Non-triggers use a layer-name based color map
  • Optional translucent fill rendering
  • Optional grid sample points inside the selected/nearest shape (heavy)
  • Optional model transparency
  • Per-genre alpha percent (0–100)
  • Uses MaterialPropertyBlock by default to avoid material instancing
  • Config hot-reload
  • Automatically reloads when the config file is modified
  • Physics trace (optional)
  • Visualize Raycast / OverlapBox / OverlapSphere calls via Harmony patches
  • Target lock and export
  • Target lock toggles a “locked root” selection
  • Export selected target collider summary as JSON to clipboard

Default Keys

  • F1: Toggle mod enable
  • F4: Toggle target lock
  • F5: Toggle draw-through-walls (ZTestAlways)
  • F6: Toggle fill mode
  • F7: Toggle grid sampling
  • F8: Toggle physics trace
  • F9: Toggle freeze (stop collecting, keep drawing)
  • F10: Export selection JSON to clipboard

Configuration

Config file is generated by BepInEx after first launch.

Key settings:

  • Genres
  • ShowEnemy / ShowPlayer / ShowRoomModule / ShowItem
  • Transparency
  • AlphaEnemyPct / AlphaPlayerPct / AlphaRoomModulePct / AlphaItemPct (0–100)
  • EnableModelTransparency
  • UseMaterialPropertyBlock
  • ForceFallbackShader
  • Performance / stability
  • MaxCollidersPerCollect
  • EnemyPriority
  • CacheExpireFrames
  • NearestFirst
  • OverlapBufferMax
  • EnemyLayerNameFallback
  • Rendering
  • ZTestAlways
  • FillMode / FillAlpha
  • ThickWireEnable (heavy), WireWidthWorld, WireWidthDistanceScale
  • SphereSegments
  • Debug/extra
  • ShowPhysicsTrace
  • GridSampleEnable (heavy), GridPitchMeters, GridMaxPoints

Technical Details

  • Collection pipeline
  • Uses Physics.OverlapSphereNonAlloc centered on the current camera position
  • Classifies colliders into enemy-like and others, optionally sorting by distance to prefer nearby objects
  • Applies a per-collect processing cap (MaxCollidersPerCollect) to control CPU cost
  • Ownership and genre resolution
  • Attempts to resolve a logical “root” GameObject for each collider
  • Prioritizes EnemyParent/Enemy for enemy detection
  • Supports fallback “Enemy” layer-name classification if enabled
  • Rendering
  • Uses GL.LINES for wireframes, and optional triangle fill approximation
  • Uses Hidden/Internal-Colored (or a fallback shader) for overlay materials
  • Transparency
  • Uses MaterialPropertyBlock to change _Color/_BaseColor alpha without duplicating materials
  • Tracks per-root alpha and only reapplies MPB when alpha changes
  • Restores original sharedMaterials and property blocks when targets leave the visible set
  • Config hot reload
  • Polls config file timestamp and calls Config.Reload() on change
  • Physics trace
  • Optional Harmony patches to log/visualize Physics Raycast/Overlap calls in-world

Installation

  • Install BepInEx for R.E.P.O.
  • Place the mod DLL into:
  • BepInEx/plugins/
  • Launch the game once to generate the config:
  • BepInEx/config/REPOJP.HitboxWireframeVisualizer.cfg
  • Edit the config and save to apply changes (auto-reload)

Notes

  • Enabling ThickWireEnable, GridSampleEnable, or MeshCollider rendering can significantly increase CPU/GPU load
  • If you only need enemy hitboxes, disable other genres to reduce overhead
  • This mod is intended as a debugging/visualization tool

HitboxWireframeVisualizer

summary

HitboxWireframeVisualizer は、Close range するwhen たりdetermination をリアルタイムにワイヤーフレームでexpression します.

enemy/プレイヤー/部屋モジュール/アイテムに対応し、When the judgment is made I …

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

File & checksum

Filename
HitboxWireframeVisualizer-1.0.0.zip
File size
143.2 KiB