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TOOLS & MEDIA

Beetleball Hitbox Visualizer

Show outline-only beetle, map, ball and AoE hitboxes with separate colours, category toggles, opacity and beetle player filters. The overlay starts off; press F1 to toggle it.

Beta build

Version 0.1.3

Download betaZIP package · Windows · MelonLoaderInstallation guide
WHAT IT DOES

Description

Beetleball Hitbox Visualizer draws screen-space outlines around colliders. The master overlay is off by default; press F1 to toggle it. Beetles are yellow, map/environment geometry is blue, and balls and AoE hitboxes are red by default. Each category has its own visibility toggle and colour; an overall opacity slider controls the combined outline alpha. Colour fields accept #RGB, #RRGGBB and #RRGGBBAA. The beetle filter can show all beetles, own/team/enemy groups, or selected players. For example, turn off map, ball and AoE and select Groups to leave only your own beetle visible while reviewing movement. During Replay Mod playback, an optional reflection bridge reads recorded player/team descriptors without adding a Replay Mod compile-time dependency. Persistent recorded IDs are used where available; otherwise player selection is scoped to that recording. Group controls explain and disable themselves when recorded local/team identity is unavailable. Other categories keep their separate visibility and colour settings. Xeloader can expose F1 through its Keys page when it discovers the saved Toggle Key preference.

Installation

  1. Close Beetleball before replacing the mod. Extract BeetleballHitboxVisualizer.dll from the beta ZIP root into the game’s Mods folder beside BeetleballMenus.dll; do not copy the enclosing ZIP.
  2. Use the full Windows IL2CPP game with a compatible MelonLoader installation and Beetleball Menu Framework v1.1.0. You can install the framework on its own or use the copy included in the Xeloader public-beta bundle. Keep only one BeetleballMenus.dll copy.
  3. Restart Beetleball, then open Hitbox Visualizer from Xeloader with F5 or from the standalone framework browser with Ctrl + M. The overlay starts off; press F1 to toggle it. Settings are saved in the BeetleballHitboxVisualizer MelonPreferences category. Upgrading resets Enabled off once while retaining colors and category/player preferences.
MelonLoader setup and Spike’s tutorial

Controls

F1Toggle the overlay (default)
F5Open Xeloader and choose Hitbox Visualizer
Ctrl + MOpen the standalone Menu Framework browser
Player filterAll beetles, Groups or Selected players
Colour fields#RGB, #RRGGBB or #RRGGBBAA
Outline opacity0–100%, default 100%

Version history

0.1.3

Overlay now starts off and is reset off once when upgrading; F1 is the default toggle and can be exposed through the existing Xeloader Keys adapter. The migration and new key path were not tested in-game.

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0.1.2

Added #RGB/#RRGGBBAA colour parsing and overall outline opacity, plus all/groups/selected beetle filtering. Saved-replay identity uses optional reflection data and recording-scoped keys when persistent IDs are absent; live play, active AoE and Xeloader host presentation remain unverified.

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0.1.1

Performance update: batched outline rendering, cached mesh vertices and AoE ancestry/component hints, and kept collider discovery at ten scans per second. One saved-replay profile showed lower overlay and scan times on the tested setup; see the listing notes for the local measurements and limits.

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0.1.0

First public beta: added outline-only beetle, environment, ball and AoE categories, default colours, per-category visibility and colour settings, Menu Framework API v1 registration for Xeloader, and Replay Mod scene scanning that includes disabled playback colliders. A saved-replay capture confirmed beetle, ball and environment outlines; live play and active AoE rendering remain unverified.

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