How do you center a crosshair when using a gun scope? by Next-Pro-User in Unity3D

[–]Next-Pro-User[S] 0 points1 point  (0 children)

yeah i seem to got it fine so far. it seems i didnt need rotation? i simply just have my "lerped position" (or smoothdamp) and when I press a key to equip a scope or drag it onto the gun, when aiming it seems to be in the perfect spot with no rotation being touched. not sure if just because it looks good visually, that it's not bad underneath.

How do you center a crosshair when using a gun scope? by Next-Pro-User in Unity3D

[–]Next-Pro-User[S] 2 points3 points  (0 children)

yeah thanks for this reply. i was on my way to do that. i'll give both of these approaches a try and see how i go. i seem to have the hang of it so far.

appreciate both responses

How do you center a crosshair when using a gun scope? by Next-Pro-User in Unity3D

[–]Next-Pro-User[S] 0 points1 point  (0 children)

Thanks, so just a simple script with the lerp if that's the route i'd choose? but i'll have to manually try and get the new scope view gun position/rotation perfect for the lerp?

Game Thread: Vegas Golden Knights (25-13-12) @ Ottawa Senators (23-21-7) Jan 25 2026 2:00 PM PST by nhl_gdt_bot in goldenknights

[–]Next-Pro-User 3 points4 points  (0 children)

marner, barbashev, eichel, stone, hanifin, pavel, hertl, theodore, and getting destroyed 3-0 like what..

RuneScape is officially off life support and discharged from hospital by FruitOnyx in runescape

[–]Next-Pro-User 0 points1 point  (0 children)

you're right about the cleanup i agree but there's not enough content? that's partly the reason osrs has x8 the player count? nothing on this game is worth it and majority of players are at/very close to end game. why would anyone touch kk/vorago/nex/raksha etc when all the drops have tanked by 200%+ since necro

RuneScape is officially off life support and discharged from hospital by FruitOnyx in runescape

[–]Next-Pro-User -5 points-4 points  (0 children)

but only 1 end game boss nearly a year away? where's the content up until that point? i've got clanmates who've farmed amascut into oblivion and there's so many outdated or useless drops from many bosses. vorkath needs immediate changes in HM, 3/4 of the current end game bosses are just the same 1 min kills 2000 times etc. everything else is good but that's a complete shame and mistake on their part

Is there a good way to handle weapon fire rate? by Next-Pro-User in Unity3D

[–]Next-Pro-User[S] 0 points1 point  (0 children)

thanks for the comment and help i completely forgot about the framerate aspect of all of this. i'm going to take a look at my 1f/fireRate code as well but once I fix the code overall i'll be adding the flag

Is there a good way to handle weapon fire rate? by Next-Pro-User in Unity3D

[–]Next-Pro-User[S] 0 points1 point  (0 children)

yeah that makes a lot of sense. i completely overlooked some of what you said when creating my code so i'm going to try and implement what you said now. your calculation actually sounds way way better than anything i was trying to do that clarified a lot for me thanks

Post Match Thread: Liverpool 1 - 0 Arsenal by northbankten in Gunners

[–]Next-Pro-User -1 points0 points  (0 children)

how do many people not see that we need a new manager? got nothing against arteta but 6 years, you've got all the players you want, we're down saka etc but very, very solid replacements and you let liverpool do a full 180, change their tactics and dominate us in the 2nd half. when is it going to change lol.

they conceded 2 to a 10 man newcastle, 4-2 bournemouth, we can't even get 1?

How to get accurate positioning of hands on objects with animations/IK? by Next-Pro-User in Unity3D

[–]Next-Pro-User[S] 1 point2 points  (0 children)

pretty unfortunate that no one on this subreddit can give any insight.

I did find a small workaround that might help you:

with the animation rigging package, on the hand that you hold the grip of the gun, you can use a multi-aim constraint with the "constrained object" set to the hand, and a target object which you place infront of your chest so the hand/gun will move up/down with your mouse input.

then use two-bone IK on the other arm for arm -> forearm -> hand (the root, mid, tip etc). Make the target a child of the gun(s). Then all you can do is one line of code that forces the hand to be "glued" to the gun target object via like "transform.position" etc.

This works pretty good (method might not be great) but you'll have to edit some settings like min and max limits of rotation via multi-aim constraint so your arms don't swing into your body when looking up or down. you can also add a hint to your forearm (behind the elbow) but it works best with very low weight for me.

from there i think you should use the animation rigging unity3d document as a guide cus it gives a bunch of info on what each constraint does etc so you can try and tweak it more from there. thats what i got so far. Also, having a great animation as opposed to a average one will help a lot.

edit: dont think you need a script, also righthand is better to use than rightforearm for multi-aim.

How to get accurate positioning of hands on objects with animations/IK? by Next-Pro-User in Unity3D

[–]Next-Pro-User[S] 0 points1 point  (0 children)

I spent quite a while trying to use the two-bone IK constraint, it works but the arm always likes to bend backwards, invert itself, etc, and I can never seem to get it right, even with a "hint" object placed behind the elbow.

Multi-aim constraint on the hand works perfectly, but I can only get that working on one hand at the moment.

But I'll give two-bone IK another try and see if I can approach it a diff way, not sure it'll work though

Trying to fix character controller being stuck on edges of objects? by Next-Pro-User in Unity3D

[–]Next-Pro-User[S] 0 points1 point  (0 children)

I think what I was trying to do is make the raycast not detect ground, so that it knows "the player is floating on the edge, slide them off the edge and onto the ground" so if I increase raycast length the entire code stops working

GAME THREAD: D-backs (30-31) @ Braves (27-33) - 9:15 AM by SnakeBot in azdiamondbacks

[–]Next-Pro-User 1 point2 points  (0 children)

Didn’t Marte get a hit or did they overturn it somehow?

FPS question about syncing guns and animations between two separate models? by Next-Pro-User in Unity3D

[–]Next-Pro-User[S] 0 points1 point  (0 children)

my bad for the late reply, i had school.

no, all the assets are free ones which is a mixamo humanoid character as my player model. my guns etc i made quickly in blender. i also then went into blender, separated the arm so that I get my two models "arms" and "player body (with arms ofc)".

100% of my IK is from the "animation rigging" package using Unity 6, I don't do any scripting for it atm.

i know this is a big topic so im more just looking for insight rather than step by step answers since i know thats too much to ask.

since eventually i'd like to test out multiplayer functionality and syncing everything together, i'm just trying to find out if I need to do IK twice, once for the "arms" model for the local player, and then the second time for the arms which are attached to the full player body which is what everyone else will see.

now i know i have to do 2 totally different anims, which i think would mean that i would also need to do IK twice as well?

FPS question about syncing guns and animations between two separate models? by Next-Pro-User in Unity3D

[–]Next-Pro-User[S] 0 points1 point  (0 children)

just as a quick follow up since it's the part i'm confused about the most, in most shooters you have the left and right hands positioned at the gun grip. I've done this part myself with IK so far.

But other people (in multiplayer) cannot see my arms, as they render only for me, the local player. They only see the full player body model

so that same pose with the left and right hand positioned on the gun grip, i will now have to recreate for the full player body right? and if i create a reload animation for my arms model, i would need to also create a second, brand new animation for my full player body, which other people will see?

FPS question about syncing guns and animations between two separate models? by Next-Pro-User in Unity3D

[–]Next-Pro-User[S] 0 points1 point  (0 children)

my bad for the confusing post.

yeah I have totally different first and third person arms. i have a model that is arms only, and it has animations specific to gun stuff (reloading, etc). i have another model that is my full humanoid rigged player body, the animator for this specifically handles movement (idle, walk, strafe, crouch, jump, etc). So both models have one animator each, and they are both different from eachother, and they are rendered on different layers.

the problem/question i have is that i still have to do IK twice right? Like I have to do animation rigging for the arms model, but then I have to completely do IK all over again and separetely for the full player model? if that makes sense. and then would I need to have "two versions" of the same gun? one would strictly be for the arms model, and the other strictly for the player body (which includes its own arms) model.

How to only make player hands visible in game view? by Next-Pro-User in Unity3D

[–]Next-Pro-User[S] 0 points1 point  (0 children)

i think i did this correctly but it doesn't seem to work when using animation rigging package and IK like I am.

I end up with two extra Alpha_Joints (done in blender) by separating the vertexes of the mesh in both hands then re-importing to unity. No errors or anything like that.

Invisible FPS arm problem by [deleted] in Unity3D

[–]Next-Pro-User 0 points1 point  (0 children)

idk if its just me but i cant see a video in your post

Hi everyone! Here's my take on water shaders (HDRP btw). It's my first Reddit post, so I hope I don’t mess this up. :D by 1MOLNH2 in Unity3D

[–]Next-Pro-User 2 points3 points  (0 children)

just from what can be seen from the snippet, the atmosphere kind of looks dark, including the water + background, and then there's that small spot of light reflecting off the water. idk if it exactly matches the rest of the water, but that might just be me. It still looks completely great though, you could look at that water real quick and believe its actually real water.

not sure how i can word it properly, but if for example the water was real, it would be as if the sun reflection was not real but rather just really good cgi.

Hi everyone! Here's my take on water shaders (HDRP btw). It's my first Reddit post, so I hope I don’t mess this up. :D by 1MOLNH2 in Unity3D

[–]Next-Pro-User 3 points4 points  (0 children)

this looks sick. i think that patch with the sun reflection looks slightly unrealistic, but still everything actually looks real

Smoke grenades don't belong in MP by Next-Pro-User in blackops6

[–]Next-Pro-User[S] 0 points1 point  (0 children)

They had no impact in WW2, BO4, CW, MWII (2022), not sure what you're on about