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Question by xthunderduckx · Apr 15, 2019 at 08:27 PM · physicsraycasting

Rotation is coming back way higher than random maximum

I can't word the title for this properly, but I have a great example. I am programming a shotgun for an fps game and whilst aiming straight down it is possible to miss the ground on a floating platform many times larger than the player.

Basically, I'm creating 8 raycasts, one of them perfectly accurate, and the other 7 randomly generated. They originate from the place the camera is, and the direction the ray fires in is the camera's rotation + the randomly generated offset. The offset below is only about 2.4 degrees, and there are 8 total projectiles, but they don't seem to be going anywhere near the spot they're supposed to be going.


What am I doing wrong? Edit: From the looks of things it seems that the rotation it's firing at is only the camera direction, and not what I added to it. I think when I made the shotgunAngle change and then not use the camera angle originally it gave me some sort of weird error.

 void fireCombatShotgun()
 {
     //create array of values, transform.forward + value.  iterate through a loop for this.  
     if (Physics.Raycast(Camera.main.transform.position, Camera.main.transform.forward, out RaycastHit shotgunHit, 100f))
     {
         print(shotgunHit.distance);
     }
     for(int i = 0; i < 7; i++)
     {
         Vector3 shotgunAngle;
         shotgunAngle = Camera.main.transform.forward;
         shotgunAngle.x = shotgunAngle.x + Random.Range(0f, 2.4f);
         shotgunAngle.y = shotgunAngle.y + Random.Range(0f, 2.4f);
         if (Physics.Raycast(Camera.main.transform.position, shotgunAngle, out shotgunHit, 1000f))
         {
             print(shotgunHit.distance);
         }
     }
     //create 7 rays at origin, each having one of those x,y transform.rotaton values added to them.  
 }
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