[Header("Recoil & Spread")] public float recoilForce = 2.5f; public float maxSpread = 5f; public float spreadPerShot = 0.5f; private float currentSpread = 0f; private float spreadDecayRate = 20f; // per second
She studied how actual weapons behave: recoil that kicks the camera up, spread that increases with sustained fire, and ammo that doesn’t magically refill on reload. Realistic Guns -fps Shooter- Script Pastebin
// Spread calculation currentSpread = Mathf.Min(maxSpread, currentSpread + spreadPerShot); Vector3 spreadOffset = Random.insideUnitSphere * currentSpread; [Header("Recoil & Spread")] public float recoilForce = 2
void Update() { if (isReloading) return; public float maxSpread = 5f
if (Physics.Raycast(ray, out hit, range)) { // Apply damage to enemy if it has Health script EnemyHealth enemy = hit.transform.GetComponent<EnemyHealth>(); if (enemy != null) { enemy.TakeDamage(damage); }
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