> For the complete documentation index, see [llms.txt](https://b14ck.gitbook.io/b14ck-scripts/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://b14ck.gitbook.io/b14ck-scripts/scripts/waypoint.md).

# Waypoint

3D waypoint beams with real-time distance tracking for FiveM Each waypoint renders as a vertical beam with a live-updating distance label and customizable color, built using **DUI (Direct User Interface) textures** for crisp, performant visuals.

* 🚀 **Ultra-Low Resmon** — Deep low-level optimizations (<0.03ms). Localized natives, numerical loops, and Zero-Allocation table pooling.
* 🟦 **3D DUI Beams** — High-performance DUI-rendered beams drawn in-world via runtime textures.
* 📏 **Constant Apparent Size** — Geometrical scaling (`ScaleFactor`) keeps waypoints visible without "eating" the screen at any distance.
* 🌍 **Auto Z-Level Correction** — Dynamic ground-level detection prevents waypoints from being buried under terrain.
* 🧭 **Dynamic Tracking** — 2D on-screen indicators guide you when the target is off-screen.
* 🎨 **Dynamic Proximity Colors** — Colors smoothly transition based on distance (Near/Mid/Far).
* 🌓 **Night Mode** — Automatic neon glow and dark theme switching during game night.
* 🌫️ **Dynamic Opacity** — Speed-based HUD transparency to reduce distractions while driving fast.
* 🛠️ **Contextual Icons** — Keyword detection (e.g., "POLICE", "SHOP") automatically renders relevant FontAwesome icons.
* ⚡ **NUI Throttling** — Updates capped at 30Hz to eliminate NUI bridge overhead.
* 🧩 **Clean API** — Simple, powerful exports for full integration.

#### [**Credits:** ](https://forum.cfx.re/t/bfx-waypoints-3d-waypoint-beams-via-dui/5388015)[**https://forum.cfx.re/t/bfx-waypoints-3d-waypoint-beams-via-dui/5388015**](https://forum.cfx.re/t/bfx-waypoints-3d-waypoint-beams-via-dui/5388015)


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