local plrs = game:GetService("Players") local uis = game:GetService("UserInputService") local rs = game:GetService("RunService") local lp = plrs.LocalPlayer local hb_size = Vector3.new(10, 10, 10) local state = false local loop = nil local cache = {} local function update() for _, p in next, plrs:GetPlayers() do if p ~= lp and p.Character then local b = p.Character:FindFirstChild("Hitbox") if b and b:IsA("BasePart") then if not cache[p] then cache[p] = b.Size end b.Size = hb_size b.Transparency = 0.5 b.Color = Color3.fromRGB(255, 0, 0) b.CanCollide = false end end end end local function reset() for p, s in next, cache do if p.Character then local b = p.Character:FindFirstChild("Hitbox") if b then b.Size = s b.Transparency = 1 end end end table.clear(cache) end uis.InputBegan:Connect(function(i, g) if g or i.KeyCode ~= Enum.KeyCode.X then return end state = not state if state then loop = rs.RenderStepped:Connect(update) else if loop then loop:Disconnect() end reset() end end)