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Question by b2hinkle · Jun 14, 2018 at 09:20 PM · raycastfpsshootingc# tutorialaccuracy

How to implement gun accuracy/spread with raycast

Right now whenever you shoot, the raycast always hits perfectly where you aim. I want to make it so that the raycast has variation to where it hits.

Like it would be nice if I could have a public variable like accuracy to change how accurate the gun shoots, but I don't know how to do that. This is in c#..........

void shoot () { currentAmmo--;

         if (currentAmmo > 0)
         {
             if (Physics.Raycast(fpsCam.transform.position, fpsCam.transform.forward, out hit,  range))
             {
                 if (hit.rigidbody != null)
                 {
                     ApplyHitForce();
                 }

                 Debug.Log(hit.transform.name);


                 Peeker_instakill peekerHead = hit.transform.GetComponent<Peeker_instakill>();
                 if (peekerHead != null)
                 {
                     peekerHead.takeDamage(damage);
                 }


                 Peeker_BodyPartHealth peekerBody = hit.transform.GetComponent<Peeker_BodyPartHealth>();
                 if (peekerBody != null)
                 {
                     peekerBody.takeDamage(damage);
                 }
             }
         }
     }

     
     
 }
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Answer by Topthink · Jun 14, 2018 at 09:38 PM

Thinking out loud mostly. But consider measuring the distance and then come up with a spread-times-distance calculation. Maybe an expert (or level five shooter, etc) will have a variation of a certain distance at a certain range. The variation would be more for a novice shooter (maybe five times the variation of the expert -- or whatever works for you). You might have different levels of shooters with different variations … something like that. Best wishes, whatever you come up with.

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