If you're trying to figure out why your roblox ungroup esp isn't highlighting players the way it used to, you've probably realized that the way the engine handles object hierarchy is a bit of a headache. It's one of those things that sounds simple on paper—you just want to see where everyone is—but the second a developer starts nesting models inside other models or "ungrouping" certain character parts to optimize performance, your scripts start acting like they've seen a ghost.
I've spent way too much time staring at the Explorer window in Roblox Studio trying to figure out why a simple Highlight or SelectionBox isn't attaching to the right part. Most of the time, it comes down to how the game handles the transition between a grouped "Model" (like a character) and the individual "BaseParts" that make it up. When things get ungrouped, the logic your ESP relies on usually just gives up.
The struggle with character hierarchy
When you're building any kind of visual aid in a game, you're usually looking for a specific target, like the "HumanoidRootPart" or the character model itself. In a perfect world, every player in a Roblox game would be a neatly organized model named after the player. But as anyone who's played more than five minutes of a custom-built tycoon or a complex FPS knows, developers love to mess with the standard R15 or R6 structure.
Sometimes, a game will "ungroup" parts of a character to attach custom armor or accessories. If your roblox ungroup esp is looking for a Parent that is a Model, and that model has been dissolved or moved, the script just hangs. It's looking for a folder that doesn't exist anymore. You end up with a situation where the ESP is either highlighting every single individual limb as a separate entity—which looks like a cluttered mess—or it's just not showing up at all because it can't find a valid target to latch onto.
How the engine handles the "Ungroup" logic
The term "ungroup" in the context of Roblox scripting usually refers to moving children out of a parent object and into the workspace or another folder. For an ESP to work effectively, it needs a "hook." Most basic scripts hook onto the Character property of a player. However, if a game uses a custom character system where parts are dynamically loaded and not necessarily "grouped" in the traditional sense, you have to get creative with how you find them.
If you're working with the newer Highlight object—which, let's be honest, is way better than the old-school boxes—you'll notice it behaves differently depending on what it's parented to. If you parent a Highlight to a Model, it tries to wrap everything inside that model. If that model gets ungrouped, the Highlight often just disappears or breaks because its target reference is gone. This is where the "ungroup" part of the roblox ungroup esp problem really starts to annoy people. You have to write code that's smart enough to follow the parts even when the container changes.
Dealing with the mess of individual parts
One of the biggest issues with an ESP that doesn't handle ungrouped objects well is the visual noise. Imagine you're playing a game with 20 players. If each player has 15 body parts and your script is highlighting "parts" instead of "models," you've suddenly got 300 boxes on your screen. It's unplayable.
To fix this, you usually have to implement some kind of logic that checks for a Humanoid nearby. Even if a character is "ungrouped" in a technical sense, the parts usually still have a relationship to a central Humanoid or a root part. Instead of just saying "find the model and glow," you have to tell the script to "find the part, look for its closest relative that looks like a human, and then glow that whole area."
It's a bit more work, but it's the only way to keep things clean. When you're dealing with a roblox ungroup esp scenario, you're basically acting like a detective, trying to piece together which arm belongs to which torso because the game's hierarchy isn't doing the work for you.
Performance hits you didn't see coming
Another thing people rarely talk about is how much lag an inefficient ESP can cause. If your script is constantly scanning the workspace for ungrouped parts to try and "regroup" them visually for your ESP, you're going to see your frame rate tank.
Roblox is pretty good at handling a few Highlights, but once you start running loops every frame to check if an object has been ungrouped or moved, the CPU starts to sweat. I've seen scripts that try to fix the "ungroup" issue by constantly re-parenting objects or creating new instances every second. Don't do that. It's a one-way ticket to a crash.
The trick is to use events like DescendantAdded or AttributeChanged rather than a while true do loop. This way, your roblox ungroup esp only wakes up when something actually changes in the game world, rather than screaming at the engine 60 times a second to check if a player moved their left pinky.
Why some games break your ESP on purpose
It's also worth mentioning that some developers are getting pretty clever. They know people use ESP, so they intentionally structure their games to be "ungrouped" or use weird naming conventions to throw off basic scripts. If a script is looking for a part named "Head" but the developer named it "Object_049," your ESP isn't going to find it.
When you're dealing with a roblox ungroup esp, you sometimes have to stop looking for names and start looking for classes. Instead of "Find part named Head," you use "Find first child that is a BasePart and is roughly at the top of the stack." It's a lot more robust and handles those weirdly organized games much better.
Making your setup more resilient
If you want your visuals to stay consistent, you really need to focus on the RootPart. In almost every Roblox game, even if things are ungrouped, there's a central part that the camera or the physics engine follows. If you tie your ESP logic to that root and then manually define the size of the box or the area of the highlight, you bypass the "ungrouping" problem entirely.
You aren't relying on the game's folder structure anymore; you're relying on the actual physics of the objects. This makes your roblox ungroup esp much more reliable across different games. It doesn't matter if the dev puts the arms in a folder called "Visuals" and the legs in a folder called "Physics"—if you're tracking the RootPart, you see the player.
Final thoughts on the "Ungroup" headache
At the end of the day, dealing with a roblox ungroup esp is just part of the cat-and-mouse game of game design and scripting. The platform is always changing, and developers are always finding new ways to optimize (or obfuscate) their code.
The best advice I can give is to keep your scripts flexible. Don't rely on a rigid hierarchy. Assume that everything will be ungrouped, renamed, or moved at some point. If you build your ESP with that "pessimistic" mindset, it'll actually end up being a lot more stable in the long run. It's definitely frustrating when a game update breaks your favorite setup, but once you understand why the ungrouping is happening, it's a lot easier to fix it and get back to the game.
Anyway, hopefully, this clears up some of the confusion about why those boxes and highlights act so weird sometimes. It's usually not your script being "bad," it's just the game's organization being "different." Keep tweaking it, and eventually, you'll find that sweet spot where it works on pretty much any game you throw it at.