New Script For No Scope Arcade Mobile And Pc Fix
Title: 🎯 [FIX] New Universal Script for No Scope Arcade – Mobile & PC
Body:
After weeks of testing, we’ve released a unified script that fixes the core input issues in No Scope Arcade on both mobile (Android/iOS via executor) and PC (Windows/Mac).
What’s fixed?
Download & instructions: [link here]
Important:
Drop a 🎯 in the comments if it works for you.
local function getClosestEnemyOnScreen() local center = getScreenCenter() local closestDist = AIM_ASSIST_RADIUS local closestPart = nilfor _, enemy in pairs(workspace.Enemies:GetChildren()) -- adjust to your enemy folder local enemyPos, onScreen = Camera:WorldToViewportPoint(enemy.Position) if onScreen then local dist = (Vector2.new(enemyPos.X, enemyPos.Y) - center).Magnitude if dist < closestDist then closestDist = dist closestPart = enemy end end end return closestPartend
-- Modify noScopeShoot to snap slightly function noScopeShoot() local target = getClosestEnemyOnScreen() if target then -- snap camera slightly toward target (optional) local targetDir = (target.Position - Camera.CFrame.Position).unit Camera.CFrame = CFrame.lookAt(Camera.CFrame.Position, Camera.CFrame.Position + targetDir) end -- original raycast + damage endnew script for no scope arcade mobile and pc fix
This lightweight "Performance Stabilizer" script forces the game engine to maintain a consistent update loop, ensuring that:
If you have spent any time in the No Scope Arcade ecosystem—whether on a high-end gaming PC or a mid-range mobile device—you have likely experienced the same frustration. You line up the perfect 360 no-scope, your crosshair is red, you pull the trigger... and nothing. Or worse, the shot registers 200ms late.
For months, the community has dealt with desync, mobile touch latency, and PC mouse jitter. Today, we are releasing the New Script for No Scope Arcade Mobile and PC Fix. This isn't just a placebo; it is a complete rework of input handling, frame-rate capping, and hit registration prediction. Title: 🎯 [FIX] New Universal Script for No
Problem: Raycast from screen center fails on mobile due to UI scaling.
Fix: Always use Camera.ViewportSize to get accurate center.
local function getScreenCenter() local viewport = Camera.ViewportSize return Vector2.new(viewport.X / 2, viewport.Y / 2) endlocal function noScopeShoot() local center = getScreenCenter() local ray = Camera:ViewportPointToRay(center.X, center.Y) local hit, position = workspace:FindPartOnRay(Ray.new(ray.Origin, ray.Direction * 500), player.Character)
if hit and hit.Parent:FindFirstChild("Humanoid") then hit.Parent.Humanoid:TakeDamage(100) -- Add muzzle flash / sound here endend
-- Bind shoot (LMB on PC, tap on mobile) if UserInputService.TouchEnabled then -- Mobile: tap anywhere to shoot (optional: add shoot button) UserInputService.TouchStarted:Connect(function(touch, processed) if not processed then noScopeShoot() end end) else -- PC: mouse button 1 UserInputService.InputBegan:Connect(function(input, processed) if processed then return end if input.UserInputType == Enum.UserInputType.MouseButton1 then noScopeShoot() end end) end