SENTITLE X - Anti Free Cam, X Ray Guard v1.0.5

Block Usage of Free Cam, X ray | Add SENTITLE X For your server Guard
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CONFIG.png
raytrace-anti-xray:

enabled: true

# Ore / block types to hide from clients.
# Use exact Minecraft material names (case-insensitive).
hidden-blocks:
- DIAMOND_ORE
- DEEPSLATE_DIAMOND_ORE
- IRON_ORE
- DEEPSLATE_IRON_ORE
- GOLD_ORE
- DEEPSLATE_GOLD_ORE
- EMERALD_ORE
- DEEPSLATE_EMERALD_ORE
- COAL_ORE
- DEEPSLATE_COAL_ORE
- LAPIS_ORE
- DEEPSLATE_LAPIS_ORE
- COPPER_ORE
- DEEPSLATE_COPPER_ORE
- REDSTONE_ORE
- DEEPSLATE_REDSTONE_ORE
- NETHER_QUARTZ_ORE
- NETHER_GOLD_ORE
- ANCIENT_DEBRIS
- CHEST
- SPAWNER

# Block sent to the client in place of hidden ores.
# Overworld → STONE or DEEPSLATE
# Nether → NETHERRACK
mask-block: STONE

# Ores further than this many blocks from the player's eyes
# are always hidden without a ray-trace check (performance).
max-ray-distance: 128.0

# Blocks at or above this Y level are never processed.
# Default 64 = sea level. Raise to protect surface ores too.
max-raytrace-y: 64

# When true the ray must be perfectly straight.
# When false slight diffusion around corners is allowed.
strict-line-of-sight: false

# How often (ticks) each player's visible ores are re-evaluated.
# 10 ticks = 0.5 s. Lower = more responsive, more CPU usage.
update-interval-ticks: 10

# Block radius around each player to scan for ores each cycle.
scan-radius: 128

# Hard cap on ore blocks processed per player per tick.
# Lower this if the engine causes TPS drops on large servers.
max-blocks-per-tick: 1024

# Only consider ores that have at least one air neighbour.
# Ores with no exposed face can't be seen anyway.
# Recommended: true — best balance of accuracy and performance.
require-air-exposure: true
# ════════════════════════════════════════════════════════════
# ANTI FREE CAM ENGINE (y-level-hiding)
#
# How it works:
# Free-cam hacks let a player's camera float underground to
# scout ores without moving. This engine defeats that by
# replacing every block below y-threshold with mask-block in
# ALL packets sent to the client — chunk, block-change, etc.
# The server never sends real block data for the deep layer
# until the player physically descends below reveal-y.
# There is nothing for a free-cam to reveal.
#
# Example:
# y-threshold: 0 → deepslate layer stays hidden
# reveal-y: 16 → real blocks revealed when player is at Y ≤ 16
# ════════════════════════════════════════════════════════════
y-level-hiding:

enabled: true

# All blocks at Y values BELOW this threshold are hidden.
# 0 = deepslate layer (recommended, stops Ancient Debris leaks)
# 64 = everything below surface
y-threshold: 0

# Player must be AT OR BELOW this Y for blocks to be revealed.
reveal-y: 16

# Block used to replace the hidden layer in packets.
# Should blend naturally — DEEPSLATE for the deep layer.
mask-block: DEEPSLATE

# Chunk radius refreshed when a player enters the reveal zone.
refresh-chunk-radius: 4


# ════════════════════════════════════════════════════════════
# ENTITY VISIBILITY ENGINE (raytrace-entity-hiding)
#
# How it works:
# Entity-ESP hacks render mobs and players through walls.
# This engine traces a ray from the viewer to each nearby
# entity. If the path is blocked by solid blocks the entity
# is hidden from that client via Bukkit's hideEntity() API.
# When the entity comes back into line-of-sight it is shown
# again automatically.
# ════════════════════════════════════════════════════════════
# ══════════════════════════════════════════════════════════════
# ENTITY VISIBILITY ENGINE (raytrace-entity-hiding)
#
# How it works:
# Entity-ESP hacks render mobs and players through walls.
# This engine traces a ray from the viewer to each nearby
# entity. If the path is blocked by solid blocks the entity
# is hidden from that client via Bukkit's hideEntity() API.
# When the entity comes back into line-of-sight it is shown
# again automatically.
# ══════════════════════════════════════════════════════════════
raytrace-entity-hiding:

enabled: true

# Entities beyond this distance are always hidden.
max-ray-distance: 64.0

# Block radius scanned around each player per tick.
scan-radius: 64

# Max entities processed per player per tick (performance cap).
max-entities-per-tick: 64

# Extra bounding-box padding to prevent edge flickering.
visibility-radius: 0.35

# Entity types that are NEVER hidden.
# Add boss mobs or anything that causes display issues.
excluded-entities:
- ENDER_DRAGON
Sentiel.png
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Support duration
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431 Views
1 Purchases
2 Downloads
Jun 3, 2026 Published
N/A Updated
Not yet rated
61.8 KB File size
Open source
  1. No
DRM-free
  1. Yes
Unobfuscated
  1. Yes
AI use in marketing
No
AI use in product
No
Type
  1. Gameplay
  1. Protection
  1. Technology
Game mode
  1. Survival
  1. Lifesteal
  1. Hardcore
Supported software
  1. Spigot
  1. Paper
  1. Folia
Supported versions
  1. 1.21.11
  1. 1.21.8
  1. 1.21.5
  1. 1.21.4
  1. 1.21.2
  1. 1.21
  1. 1.20
Supported languages
  1. English
Crediting original
Plugin by zVault
Creator
Struggling to cover the costs of your server? Set up your own webstore with Tebex in under 30 seconds.
Host a lag-free Minecraft or Hytale server in minutes.
Get 25% off your first order with our link.
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Share and earn
Refer this resource and earn a 10% commission.
431 Views
1 Purchases
2 Downloads
Jun 3, 2026 Published
N/A Updated
Not yet rated
61.8 KB File size
Open source
  1. No
DRM-free
  1. Yes
Unobfuscated
  1. Yes
AI use in marketing
No
AI use in product
No
Type
  1. Gameplay
  1. Protection
  1. Technology
Game mode
  1. Survival
  1. Lifesteal
  1. Hardcore
Supported software
  1. Spigot
  1. Paper
  1. Folia
Supported versions
  1. 1.21.11
  1. 1.21.8
  1. 1.21.5
  1. 1.21.4
  1. 1.21.2
  1. 1.21
  1. 1.20
Supported languages
  1. English
Crediting original
Plugin by zVault
Creator
Struggling to cover the costs of your server? Set up your own webstore with Tebex in under 30 seconds.
Host a lag-free Minecraft or Hytale server in minutes.
Get 25% off your first order with our link.
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