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PeakPitchCrosshair

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

Date uploaded 11 months ago
Version 0.3.1
Download link Codaaaaaa-PeakPitchCrosshair-0.3.1.zip
Downloads 89
Dependency string Codaaaaaa-PeakPitchCrosshair-0.3.1

This mod requires the following mods to function

BepInEx-BepInExPack_PEAK-5.4.2403 icon
BepInEx-BepInExPack_PEAK

BepInEx pack for PEAK. Preconfigured and ready to use.

Preferred version: 5.4.2403
PEAKModding-PEAKLib_Core-1.5.1 icon
PEAKModding-PEAKLib_Core

Core module of the PEAKLib community API.

Preferred version: 1.5.1
PEAKModding-PEAKLib_UI-1.5.0 icon
PEAKModding-PEAKLib_UI

UI module of the PEAKLib community API.

Preferred version: 1.5.0

README

Peak Pitch Crosshair

Peak Pitch Crosshair is a Unity plugin that visually overlays pitch-aligned markers (e.g., musical note ranges) in your 3D scene. Instead of a static HUD, the markers are world-anchored using raycasts—so they “stick” to scene objects (like trees) and move naturally as you look up and down.

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.
  • 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

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

Configuration

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

  • 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: TickHalfWidthPx, TickThicknessPx, BracketThicknessPx, label opacity settings.
  • Behavior settings: InvertPitch, ShowLabels, HighlightActive, ShowSharps.

Usage

  • Toggle the marker display with F6.
  • Toggle sharp (#) note ranges with F7.
  • View and customize appearance and behavior via the config file during runtime.

Compatibility

  • Unity 2019+ (IMGUI-based rendering).
  • BepInEx plugin framework.

CHANGELOG

Changelog

All notable changes to this project are documented in this file.

The format is based on Keep a Changelog and this project follows Semantic Versioning.

[Unreleased]

Added

  • Feature: Option to extend the topmost and bottommost ranges to ±EdgeClampDeg (default 85°).
  • Feature: Raycast fallback to render markers at max distance if no collision is detected.
  • Configurable: EdgeClampDeg, FallbackWhenNoHit, font styling updates.

Changed

  • Fixed visibility issue where the bottommost range (“1′”) failed to render due to missing scene geometry.
  • Preserved label clarity with larger font, outline, and background.

Fixed

  • Overlapping angle ranges adjusted so that “1′” now properly appears and spans to the top/bottom edge without overlap.

[0.3.2] - 2025-8-31

Added

  • Top and bottom marker bands now extend to ±EdgeClampDeg (configurable, default: 85°).
  • Fallback rendering: when Raycast misses, markers are drawn at a far point to guarantee visibility.
  • New configuration options: EdgeClampDeg, FallbackWhenNoHit.

Changed

  • Improved font rendering: uses in-game font, increased font size, added bold style, outline, and semi-transparent backdrop for better readability.
  • Ensured that “1′” note range is properly displayed at the extremes.

Fixed

  • Angle ranges adjusted to eliminate overlap; ensures that all note ranges are rendered correctly in non-overlapping order.

[0.3.3] - 2025-8-31

Added

  • icon
  • Precise points overlay: render measured anchor notes as crosshair markers at exact angles (labels off by default).
  • Hotkey: F8 toggles precise points (ShowPrecisePoints, TogglePrecisePointsKey).
  • Sharp-point gating: sharp (#) precise points follow the global ShowSharps (F7) toggle.

New configuration options:

  • PrecisePointSizePx
  • PrecisePointThicknessPx
  • PrecisePointAlpha
  • PrecisePointShowLabel (default false)

Fixed

  • Precise points now render even when Physics.Raycast misses (respects FallbackWhenNoHit).