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Question by Paricus · Feb 08, 2017 at 06:58 PM · fpsprojectilebowslingshotfirstpersonshooter

Making A First Person Slingshot

Hi guys. I've never worked on anything like this before, so I'm not entirely sure how to approach it. Basically, I'd like to create a slingshot that feels good to use and works well for accuracy. Insight on making a good elastic effect, reliable accuracy, general mechanics or any unity features I should know about would be very helpful.

links to games or tutorials would also be appreciated.

So far, I've only prototyped a quick and very crude working slingshot, which doesn't capture the feel I'm looking for. So again, any insight on this subject would be very helpful. Thank You

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Slingshot : MonoBehaviour {
 
     public Transform launchPosition;
     public Transform projectile;
     public Transform initialPos;
     bool launched = false;
 
     public float force = 1000;
 
     RaycastHit hit;
 
     private void Start()
     {
   
     }
 
     void Update()
     {
         if (Input.GetMouseButton(0) && !launched)
         {
             projectile.position = Vector3.Lerp(projectile.position, launchPosition.position, 1 * Time.deltaTime);
         }
         if (Input.GetMouseButtonUp(0))
         {
             if (Physics.Raycast(Camera.main.transform.position, Camera.main.transform.forward, out hit))
             {
                 projectile.rotation = Quaternion.LookRotation(hit.point - projectile.position);
                 projectile.GetComponent<Rigidbody>().isKinematic = false;
                 projectile.GetComponent<Rigidbody>().AddForce(projectile.forward * force * (Vector3.Distance(initialPos.localPosition, projectile.localPosition) / Vector3.Distance(initialPos.localPosition, launchPosition.localPosition)));
                 projectile.parent = null;
                 launched = true; 
             }
             else
             {
                 Debug.Log(Vector3.Distance(initialPos.localPosition, projectile.localPosition) / Vector3.Distance(initialPos.localPosition, launchPosition.localPosition));
                 projectile.GetComponent<Rigidbody>().isKinematic = false;
                 projectile.GetComponent<Rigidbody>().AddForce(projectile.forward * force * (Vector3.Distance(initialPos.localPosition, projectile.localPosition) / Vector3.Distance(initialPos.localPosition, launchPosition.localPosition)));
                 projectile.parent = null;
                 launched = true;
             }
 
             
         }
 
         if (Input.GetMouseButtonDown(1))
         {
             projectile.position = initialPos.position;
             projectile.rotation = initialPos.rotation;
             projectile.parent = transform;
             projectile.GetComponent<Rigidbody>().isKinematic = true;
             launched = false;
 
         }
     }
 }
 

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