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Question by calmcarrots · Jan 02, 2015 at 02:34 AM · raycastaccuracy

Accuracy not working properly

Here is my raycast gun accuracy script:

         Vector3 direction = transform.rotation.eulerAngles;
         direction.y += Random.Range(-accuracy, accuracy);
 
         ray.origin = transform.position;
         ray.direction = direction;

What is wrong with it? I cannot wrap my head around it!

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avatar image MiniFish · Jan 02, 2015 at 03:12 AM 0
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it's not casting in the correct direction? raycast not hitting anything? i think it'll help if you elaborate on what is wrong.

avatar image calmcarrots · Jan 02, 2015 at 03:14 AM 0
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The direction is way off.

avatar image MiniFish · Jan 02, 2015 at 03:41 AM 0
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i think this question would help you out.

avatar image calmcarrots · Jan 03, 2015 at 01:53 AM 0
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I have tried almost every possible answer on almost every possible question about this topic. It still does not work. I have been working on this for a day. Accuracy is flying around the place. I am working on a 2.5D game and I need inaccuracy for only one axis, but nothing works!

Someone please help me out.

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Answer by Loken_01 · Jan 03, 2015 at 03:38 AM

Hey Calmcarrots!

I made two versions of a function that can use inaccuracy ranges, either for custom vectors or a transform!

Here you go:

 //Calculate with custom vectors
     Vector3 CalcAccuracy(Vector3 Forward, Vector3 Right, Vector3 Up, float pAccuracy)
     {
         //Get the error range
         float RandAcc = Random.Range(-pAccuracy, pAccuracy)/10;
         //Calc left and right error range
         Vector3 newDir = Forward + Right * RandAcc;
 
         //Optional - Recalc error range for up and down
         RandAcc = Random.Range(-pAccuracy, pAccuracy)/10;
         //Calc up and down error range
         newDir = newDir + Up * RandAcc;
 
         return newDir;
     }
 
     //Calculate with a transform
     Vector3 CalcAccuracy(Transform pTrans, float pAccuracy)
     {
         //Get the error range
         float RandAcc = Random.Range(-pAccuracy, pAccuracy)/10;
         //Calc left and right error range
         Vector3 newDir = pTrans.forward + pTrans.right * RandAcc;
         
         //Optional - Recalc error range for up and down
         RandAcc = Random.Range(-pAccuracy, pAccuracy)/10;
         //Calc up and down error range
         newDir = newDir + pTrans.up * RandAcc;
         
         return newDir;
     }

You can remove the second half of the functions if you only want a left to right update.

Hope this help!

-Peace

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