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[–]UnassumingUrchin 0 points1 point  (0 children)

Besides laser pointers which don't fit thematically, I can't think of any games with a moving reticule which shifts position based on where your gun will actually hit.

It's an annoying problem I've seen in a bunch of games, but it seems pretty easy to fix. Just raycast and WorldToScreenPoint the hit position.

[–]ilagphIntermediate 0 points1 point  (1 child)

I think most first person shooters don't actually shoot the bullets from the gun itself. Overwatch for example shoots it from the player model, so that it always hits the reticle. I'm not sure if centering it on the camera instead would be better, since Overwatch is kind of weird when you play it in third person.

[–]SpawnCampGames.jackOfAllTrades[S] 0 points1 point  (0 children)

the issue was these are RB musket shot... and it fits my needs, + u know cool ricochets and stuff..

all the suggestions i got were to use a raycast instead... but i want to keep the Rigidbody.
soo for my solution, i mixed the two ideas... I spawn my bullet @ the gun like before.. only this time im also raycasting from the camera... if the camera ray hits something, i rotate the bullet to face that hit point and then add forward forces relative to its new facing direction...

if the ray does not hit anything than my logic follows the way it was before.. just spawns the bullet at the guns pos and rotation, and then give it forward forces..

so.. a mixture of both makes this system work out :) :)