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Question by Bokaii · Apr 22, 2016 at 12:08 PM · instantiateraycastfpsshooting

FPS Raycasting vs Instantiate

I have no idea if I'm posting this the right place, so in case it's not the right place - Sry. :)

What are the pros and cons of using Raycasting as the shooting in an fps, or instantiating a bullet prefab. And what do you guys prefer/ recommend? :)

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avatar image Cherno · Apr 22, 2016 at 12:28 PM 0
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If you want to be more realistic, you use actual physics with a rigidbody bullet, so it is affected by gravity and muzzle velocity. The downside is that it's more resource intensive and hard to make reliable for high speeds. Raycasting is generally preferable for normal weapons that have a high muzzle velocity, and for games where the ranges are not that large.

avatar image Bokaii Cherno · Apr 22, 2016 at 01:52 PM 0
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The game I want to make, is not a realistic game - but a game with spells, enchantments etc. So I wouldn't need gravity. The problem with raycasting is, that if I create a particle system to visualize the spell, the particle system doesn't match the speed of the raycast (naturally). But it's not even close. It doesn't look good at all.

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