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Question by sehati · Mar 27, 2015 at 03:45 PM · raycastfpsaimcrosshairaccuracy

How make Raycast Aim to Crosshair?

I have a project in unity 4.6, my weapons use Raycast. But when I shoot, aim from Raycast not to crosshair and I feel this problem for my accuration shoot.

Please help me, how make Raycast aim concern to Crosshair?

this below my scripts Raycast and crosshair.

 using UnityEngine;
  using System.Collections;
  
  public class RayShootControl : MonoBehaviour {
  
      public float range = 1000;
      public float force = 1000;
      public int clips = 20;
      public int bulletPerClip = 60; 
      public float reloadTime = 3;
      public int bulletsLeft = 0;
      public float shootTimer = 0;
      public float shootCooler;
      public AudioClip shootAudio;
      public AudioClip reloadAudio;
  
      //crosshair
      public Rect crosshairRect;
      public Texture crosshairFirst;
      //public Texture crosshairSecond;
      public float size = 0.05f;
  
      void Start () {
          bulletsLeft = bulletPerClip;
  
          //this crosshair Rect
          float crosshairSize = Screen.width * size;
          crosshairRect = new Rect (Screen.width / 2 - crosshairSize / 2,
                                    Screen.height / 2 - crosshairSize / 2,
                                    crosshairSize, crosshairSize);
      }
  
      void Update () {
  
          if (shootTimer > 0) {
              shootTimer -= Time.deltaTime;
          }
  
          if (shootTimer < 0) {
              shootTimer = 0;
          }
  
          if (Input.GetKey (KeyCode.Mouse0) /*&& bulletsLeft*/) {
                  
              if(shootTimer == 0 ){
                  PlayShootAudio();
  
                  RayShoot ();
  
                  shootTimer = shootCooler;
              }
          }
      }
  
  
      void RayShoot()
      {
          RaycastHit hit;
          var directionRay = transform.TransformDirection (Vector3.forward);
  
          Debug.DrawRay (transform.position, directionRay * range, Color.blue);
          if (Physics.Raycast (transform.position, directionRay, out hit, range)) 
          {
              if (hit.rigidbody)
              {
              hit.rigidbody.AddForceAtPosition (directionRay * force, hit.point);
              }
          }
  
          bulletsLeft --;
  
          if (bulletsLeft < 0) {
              bulletsLeft = 0;
          }
          if (bulletsLeft == 0) {
  
          }
      }
  
      void PlayShootAudio()
      {
          audio.PlayOneShot (shootAudio);
      }
  
      void PlayReloadAudio()
      {
          audio.PlayOneShot (reloadAudio);
      }
  
      void Reload(){
          PlayReloadAudio ();
  
          //yield return new WaitForSeconds (reloadTime);
          if(clips > 0){
              bulletsLeft = bulletsLeft;
          }
          }
  
      void OnGUI () {
                  GUI.DrawTexture (crosshairRect, crosshairFirst);
          }
  }
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avatar image sehati · Apr 03, 2015 at 06:36 PM 0
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Thanks for your sugesstion Nose$$anonymous$$ills, but this method not work for me.

more methods?

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Answer by hbalint1 · Apr 03, 2015 at 07:45 PM

I have a player object and the camera behind it as a children (3rd person like).

 Ray ray = gameObject.GetComponentInChildren<Camera>().ScreenPointToRay(new Vector2(crosshairPosition.x, crosshairPositon.y)); 
 RaycastHit hit;
 if (Physics.Raycast(ray, out hit, rayDistance, layerMask)) //layermask determindes what can you click on
 {
      // print(hit.transform.name);
      string hitObjectName = hit.transform.name;
      Transform(hitObjectName);
 }
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