Procedural Recoil and Bullet Spread | Gun Series 2
Published: 01 Nov 2022
Learn how to implement procedural bullet spread and gun recoil 💥 into your game with this ScriptableObject-based gun system (Part 2 of the Gun Series!)
In this Unity Tutorial you'll learn how to implement recoil/bullet spread in 3 ways -
1. No spread - always perfectly accurate
2. "Simple" Spread - the most common way you'll find to implement spread, based on random values in a Vector3 Range
3. Texture-Based Spread - sampling a texture to define a "pattern of randomness" based on some texture data. Using this you can get something like the recoil in popular games such as Counter-Strike.
Bullet spread and Recoil are inseparable topics, because the recoil actually makes the bullet spread happen! Learn how to do both in this tutorial!
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📚 Resources:
🟠 Texture2D: https://docs.unity3d.com/ScriptReference/Texture2D.html
🟠 Texture2D.GetPixels: https://docs.unity3d.com/ScriptReference/Texture2D.GetPixels.html
🟠 Texture2D.GetRawTextureData: https://docs.unity3d.com/ScriptReference/Texture2D.GetRawTextureData.html
🟠 More in-depth explanations on the sampling of texture data here: https://youtu.be/yqlFrLGeRaQ
In this series you'll learn how to make a configuration-driven gun system with ScriptableObjects that will be able to have:
🟠 Hitscan Guns - Covered in Part 1: https://youtu.be/E-vIMamyORg
🟠 Projectile Guns
🟠 Simple Bullet Spread - Refined in this video
🟠 Complex Bullet Spread - Covered in this Video
🟠 Reloading
🟠 Attachments
🟠 Animated Models
🟠 Simple Impact Damage
🟠 Damage Effects such as burning, freezing, explosions, etc...
🟠 And even more!
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