How to Fix Your Roblox Occlusion Check ESP

If you've spent any time tinkering with scripts, you know that getting a roblox occlusion check esp to behave correctly is basically the difference between a clean UI and a cluttered mess on your screen. There's nothing more annoying than having bright 2D boxes plastered all over your game view when the players they're tracking are actually three rooms away behind five concrete walls. It looks messy, it's distracting, and honestly, it just feels unfinished.

Usually, when people start making an ESP (Extra Sensory Perception) highlight or box, they just draw the lines on the screen based on the player's 3D coordinates. That's easy enough. But the "occlusion check" part is where things get a bit more technical. You're essentially trying to tell the script, "Hey, only show this or change its color if I can actually see the person."

Why Occlusion Even Matters

In most Roblox games, visibility is everything. If you're building a tactical shooter or even just a complex hide-and-seek game, you probably want your visual aids to reflect what's actually happening in the world. An ESP that doesn't check for occlusion is "always-on." It's a wallhack in the truest sense. But sometimes, for the sake of game design or specific UI needs, you want "Visible Only" ESP.

This is where the occlusion check comes in. It uses a method called raycasting to "feel out" the space between your camera and the target. If the ray hits a wall before it hits the player, that player is occluded. If it reaches the player without hitting anything else, they're visible. It sounds simple, but getting it to run smoothly without killing your frame rate is the real challenge.

The Basics of Raycasting for ESP

To build a solid roblox occlusion check esp, you have to get comfortable with workspace:Raycast(). Back in the day, we used FindPartOnRay, but that's old news now. Raycasting is the modern, more efficient way to handle this.

The logic goes like this: 1. Get the position of your camera (the starting point). 2. Get the position of the target player's part (usually the Head or HumanoidRootPart). 3. Calculate the direction and distance between those two points. 4. Fire a ray. 5. See what the ray hits.

If the RaycastResult returns a part that belongs to the target player, congrats! They aren't occluded. If the result returns a "Wall" or "Truss," then you know they're tucked away behind cover.

Handling the Filter List

One thing that trips up a lot of people is the ray hitting themselves. If you fire a ray from your camera, and your own character's arm or hat is in the way, the raycast is going to hit you and say, "Yep, something's blocking the view!"

To fix this, you need to use RaycastParams. You create a new params object, add your own character to the FilterDescendantsInstances list, and set the FilterType to Exclude. This tells the engine to completely ignore your own body parts when checking for visibility. You'll also want to ignore the ESP folders or any glass parts that you want to be able to see through.

Why Is My ESP Laggy?

If you try to run a roblox occlusion check esp on every single frame for every single player in a 50-person server, your computer is going to have a bad time. Raycasting is relatively cheap, but it's not free.

The trick is to be smart about when and how often you check. You don't actually need to check occlusion 60 times a second for a guy who is 500 studs away. You can implement a distance check first. If the player is super far away, maybe only check their visibility every half-second. If they're close, check more frequently.

Another optimization is only checking the players who are actually within your camera's field of view (FOV). There's no point in raycasting to a player who is standing directly behind you, because the ESP shouldn't be rendering on your screen anyway.

The Problem with Single-Point Checks

A common mistake is only checking visibility for the "Head." While this works 90% of the time, it leads to weird bugs. Imagine a player is standing behind a wall, but their foot is sticking out. Since the raycast to the Head is blocked, your ESP might say they are hidden, even though you can clearly see their leg.

If you want a really high-quality roblox occlusion check esp, you might want to do a multi-point check. You fire one ray to the head, one to the torso, and maybe one to the feet. If any of those rays hit the player, you mark them as visible. It's a bit more intensive on the CPU, but it makes the ESP feel way more responsive and accurate.

Visualizing the Result

Once you have the logic down, you have to decide what to do with that information. Most people go for a color-coded system. * Green: Visible (Not occluded) * Red: Hidden (Occluded)

You can swap the color of the BoxHandleAdornment or the Highlight instance based on that boolean check. It's super satisfying to see the boxes flick from red to green as someone walks past a window. It adds a level of polish that really separates a basic script from something that feels "pro."

Dealing with "Transparent" Walls

Roblox has a lot of weird edge cases. What happens if there's a semi-transparent glass window? Or a fence with holes in it? By default, a raycast will hit the glass and tell you the player is occluded.

If you want your roblox occlusion check esp to see through glass, you have to decide whether to add all "Glass" material parts to your exclude list or check the CanQuery property of the objects. Some scripters like to check the transparency of the object the ray hits. If the object is 0.5 transparent, they might choose to ignore it and keep the ray going. This gets complicated quickly, but it's worth thinking about if your game has a lot of windows.

Putting It All Together

At the end of the day, the goal of a roblox occlusion check esp is to make the interface more intuitive. Whether you're making a tool for developers to debug AI visibility or you're just messing around with UI, understanding the relationship between the camera and world geometry is huge.

Don't get discouraged if your first few attempts result in flickering boxes or weird lag spikes. It's usually just a matter of refining your RaycastParams or tweaking how often your loops run. The Luau language is actually pretty fast at handling this stuff if you don't overwhelm it with unnecessary calculations.

The most important thing to remember is the order of operations: Filter yourself out, check if the target is in the FOV, run the raycast, and then update your UI. Once you get that flow down, you can apply it to all sorts of things, like proximity prompts that only show up when you look at them or nameplates that hide behind walls. It's a core skill for any Roblox scripter who wants to make their game world feel "solid" and reactive.