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Muzzle flash not reliable for rapid-fire weapons
I want to add a muzzle flash to my firing submachinegun, it shoots at about 12 rounds per second as a real-life SMG would. Now, at this rate, most of the time the flash isn't created/shown, only if the timescale is lowered to slow-motion will every shot show a muzzle flash. It doesn't matter how I create the muzzleflash, I have tried the following methods and they were all unreliable:
Instatiating a particle system prefab at game start, disabling the emitter, and only enabling it for a short period (0.1 seconds) every shot
Instantiating a particle system prefab for every shot, and destroying it again after 0.1 seconds.
Is there any way to make muzzle flashes for rapid-fire weapons more reliable?
I use a 2d texture on a plane in front of my guns, and it just renders when I am shooting, did you try this?
edit: I also made a spinning animation so it doesn't have the "same" flash every time, the flash is rotated with a particle/additive shader
I'm thinking about doing it with a plane, but what counts is wether it works reliably with a high rate of fire.
Answer by Cherno · Jan 31, 2014 at 11:40 PM
I got a reliable solution working, here it is:
var Muzzle : GameObject;
var MuzzleFlashPrefab : GameObject;
var MuzzleFlashClone : GameObject;
var MuzzleFlashList : List.<GameObject>;
function DrawMuzzleFlash()
{
MuzzleFlashClone = Instantiate(MuzzleFlashPrefab, Muzzle.transform.position, Muzzle.transform.rotation);
MuzzleFlashList.Add(MuzzleFlashClone);
MuzzleFlashClone.transform.localScale = Vector3(Random.Range(3.0, 4.0), Random.Range(3.0, 4.0), Random.Range(3.0, 4.0));
yield WaitForSeconds(0.2);
Destroy (MuzzleFlashList[0]);
MuzzleFlashList.RemoveAt(0);
}
Oh my, necro much, Luizr? ;)
This was the very first project I ever worked on, I switched to C# after my second one because of the much better documentation and support available, and because C# has a broader application field (that's how I see it in general, after all).
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