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Anyone else running into projection issues when trying to switch over to ViewTarget for ESP? Been messing around with the CameraManager logic in ARC Raiders, and it is acting completely inverted.
The Situation:
I have the basic ESP loop hooked up using ViewTarget for the world-to-screen transformation. It draws fine as long as the target is dead center in my crosshair. The moment I start moving my mouse, the overlay starts drifting in the opposite direction.
Tech-wise:
It feels like a classic conflict between the raw world coordinates and the way the projection matrix is handling the rotation. I am pulling the view matrix directly from the CameraManager, but it seems like the rotation component is being applied twice or the basis vectors are flipped during the calculation.
Has anyone dealt with this in the current engine build? I am trying to move away from the basic projection methods to get something cleaner for the high-tier extraction raids, but this inversion is killing the utility.
Are you guys pulling the rotation quaternion manually and applying the inverse before multiplying the projection, or is there a specific flag in the CameraManager I am missing that is forcing this screen-space inversion?
Drop your experiences below if you have fought with this camera projection logic before. Any tips on fixing the coordinate mapping would be huge—don't want to get clapped by a squad because my ESP boxes are trailing behind my movement.
The Situation:
I have the basic ESP loop hooked up using ViewTarget for the world-to-screen transformation. It draws fine as long as the target is dead center in my crosshair. The moment I start moving my mouse, the overlay starts drifting in the opposite direction.
- Upward aim: ESP box moves down.
- Downward aim: ESP box moves up.
- Lateral aim: Horizontal axis is completely inverted.
Tech-wise:
It feels like a classic conflict between the raw world coordinates and the way the projection matrix is handling the rotation. I am pulling the view matrix directly from the CameraManager, but it seems like the rotation component is being applied twice or the basis vectors are flipped during the calculation.
Has anyone dealt with this in the current engine build? I am trying to move away from the basic projection methods to get something cleaner for the high-tier extraction raids, but this inversion is killing the utility.
Are you guys pulling the rotation quaternion manually and applying the inverse before multiplying the projection, or is there a specific flag in the CameraManager I am missing that is forcing this screen-space inversion?
Drop your experiences below if you have fought with this camera projection logic before. Any tips on fixing the coordinate mapping would be huge—don't want to get clapped by a squad because my ESP boxes are trailing behind my movement.