
PropHunt
PropHunt (BETA RELEASE) - Hide as Valuables, hunt the fakes. Multiplayer gamemode.
Last updated | a day ago |
Total downloads | 322 |
Total rating | 2 |
Categories | Mods Server-side |
Dependency string | Omniscye-PropHunt-1.0.1 |
Dependants | 0 other packages depend on this package |
This mod requires the following mods to function

BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100README
PROP HUNT (BETA RELEASE)
PropHunt Beta Release. Hide as Valuables, hunt the fakes, repeat.
How to Play (For Players)
- One Hunter, the rest are Hiders.
- As a Hider, aim at a Valuable and press V to disguise. Press V again to clear your disguise.
- Press C to switch between first person and third person view. This is local only and will not break your disguise.
- As the Hunter, use Right Mouse (RMB) to scan a suspected Hider. If you hit them, they’re eliminated. If you miss, you lose 5 HP.
- Hiders sometimes see a faint light while moving in the dark — this is local only, the Hunter does not see it.
- You can edit the CONFIGs in your mod manager to set some things how you like!
Round flow
-
Pre-hide phase (30 seconds)
- Hiders pick a prop to disguise as.
- The Hunter is locked in place.
- Everyone’s health is topped up.
-
Active round (5 minutes)
- Hunter scans with RMB.
- Misses cost HP.
-
Win conditions
- All Hiders dead = Hunter wins.
- Hunter dead or timer runs out = Hiders win.
-
Next round
- Short banner, reload scene, rotate Hunter.
Content and maps
- Hiders can disguise as any Valuable — vanilla or modded.
- Works on all vanilla and modded maps.
- Enemy spawns are disabled in Prop Hunt mode.
- Levels are loaded with maximum Valuables for disguise variety.
Technical Notes (For Modders/Devs)
This section is only for those who want to know how it works under the hood. Players don’t need to read this part.
Networking & Roles
- Roles and state are synced with Photon room properties:
PH_Active
,PH_Hunter
(actor number),PH_PropVID
per player.
- Master client rotates the Hunter each round.
Pre-hide & Round logic
- Waits for Main gameplay and avatars before arming pre-hide.
- Timer starts only after pre-hide ends.
- Hunter input and speed are clamped during pre-hide.
Disguise System
- On V, the PhotonViewID of the targeted Valuable is cached and synced.
- Each client locally clones the prop’s renderers onto the Hider and shrinks the rig to near-invisible size.
- No colliders/rigidbodies cloned. RPCs buffered so late joiners see disguises.
Flashlight Handling
- While disguised, crouch is spoofed during OnPhotonSerializeView writes so remotes never see your flashlight.
- The small glow seen while moving is client-side only.
Camera Toggle
- Simple local offset around the player’s original view.
- Does not affect network or disguise state.
Hunter Gun
- Active only while the round is live.
- Ray up to ~60m, eliminates on hit.
- Misses cost HP.
Health Fairness
- Host heals players during and after pre-hide.
- Late joiners are topped up when avatars spawn.
Round End
- Winner is broadcast, banner displayed, scene reloads, Hunter rotates.
Default Balance Values
- PreHideSeconds = 30
- HunterLockSeconds = 30
- RoundSeconds = 300
- GunRangeMeters ≈ 60
- GunCooldown ≈ 0.18s
- MissPenaltyHP = 5
Known Quirks
- Late joining is supported, but disguises may be delayed until your avatar finishes spawning.
Credits
Created by Omniscye & OrigamiCoder If you like it, toss a coffee: https://ko-fi.com/omniscye