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Question by coldfire1500 · Jan 17, 2021 at 04:39 PM · 3dshootingweapon

weapon Spread

Hi, I've been trying to make this work but couldn't. What I'm aiming for is a bullet spread using raycasts but they change if your current action is moving, walking or not walking, as for it dreceases for each one. It works if I manually type the input axis in the weapon script, however, if I don't and use public bools from the character script like "isWalking" or "isRunning" it gives me a null error. So I'd like to know what are the solutions for this.

 using UnityEngine;
 
 public class PlayerScript : MonoBehaviour {
 
     [Header("CHARACTER CONTROLLER")]
     public CharacterController characterController;
 
     [Header("MOVEMENT")]
     public float walkSpeed = 12f;
     public float sprintSpeed = 22f;
 
     Vector3 velocity;
 
     public bool isWalking;
     public bool isSprinting;
 
     void Start() {
         characterController = GetComponent<CharacterController>();
     }
 
     void Update() {
        Move();
     }
 
     void Move() {
         //PlayerInput
         float moveX = Input.GetAxisRaw("Horizontal");
         float moveZ = Input.GetAxisRaw("Vertical");
 
         bool sprint = Input.GetKey(KeyCode.LeftShift) ||  Input.GetKey(KeyCode.RightShift);
         isSprinting = sprint;
 
         //Move
         if(isWalking) {
             Vector3 move = transform.right * moveX + transform.forward * moveZ;
             characterController.Move(move * moveSpeed * Time.deltaTime);
         }
 
         //Sprint
         if(isSprinting && isGrounded) {
             moveSpeed = sprintSpeed;
         } else {
             moveSpeed = walkSpeed;
             isWalking = true;
         }
 }

and the weapon Script where I mention this is

         RaycastHit hit; //shoot and hit stuff
 
         //Spread
         Vector3 shootDirection = shootPoint.transform.forward;
         if(player.isSprinting) {
             shootDirection = shootDirection + shootPoint.TransformDirection(new Vector3(
                 Random.Range(-SprintspreadFactor, SprintspreadFactor), 
                 Random.Range(-SprintspreadFactor, SprintspreadFactor)));
         } else if(player.isWalking) {
             shootDirection = shootDirection + shootPoint.TransformDirection(new Vector3(
                 Random.Range(-WalkingspreadFactor, WalkingspreadFactor), 
                 Random.Range(-WalkingspreadFactor, WalkingspreadFactor)));
         } else {
             shootDirection = shootDirection + shootPoint.TransformDirection(new Vector3(
                 Random.Range(0, 0), 
                 Random.Range(0, 0)));
         }
 
         //hitting Something
         if(Physics.Raycast(shootPoint.position, shootDirection, out hit, range)) {
             GameObject hitParticlesEffect = (GameObject)Instantiate(hitParticles, hit.point, Quaternion.FromToRotation(Vector3.up, hit.normal)); //Instantiate the wall hitParticles
             GameObject bulletHole = (GameObject)Instantiate(bulletImpact, hit.point, Quaternion.FromToRotation(Vector3.forward, hit.normal)); //Instantiate the wall bulletHole
 
             Destroy(bulletHole, 2f);
 
             //DealDamage
             if(hit.transform.GetComponent<HealthController>()) {
                 hit.transform.GetComponent<HealthController>().ApplyDamage(damage);
             }
 
             SpawnBulletTrail(hit.point);
         }
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