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Question by SnakeEater · May 01, 2015 at 04:06 AM · c#raycast

C# Raycast shots not hitting targets (3D)

EDIT: NEVER MIND, FIGURED IT OUT, IT WAS AN ISSUE WITH MY bullethole PREFAB, SCRIPT WORKS FINE=)

Hopefully a simple question.

basically the shots that I fire do not land where the crosshair indicates (middle of the screen). Depending on my rotation they seem to miss by a small amount.

Even if I offset the crosshair to work in one direction It misses again when I face another direction. So how do I get them to hit the exact centre (or at least same spot on screen) every time?

This is the code I'm using. I tried the line commented out, and it produces similar results.

if you need any additional info just tell me, I'm sort of new to this whole coding thing =).

  using UnityEngine;
     using System.Collections;
     
     public class BasicGun : MonoBehaviour {
     
         public float range = 100.0f;
         public float cooldown = 0.5f;
         float cooldownRemaining = 0f;
         public GameObject debrisPrefab;
     
     
     
         // Use this for initialization
         void Start () {
     
         
         }
         
         // Update is called once per frame
         void Update (){
             cooldownRemaining -= Time.deltaTime;
     
     
     
             if (Input.GetMouseButton (0) && cooldownRemaining <= 0) {
                 cooldownRemaining = cooldown;
             //    Ray ray = Camera.main.ScreenPointToRay(new Vector3(Screen.width * 0.5f,Screen.height * 0.5f, 0));
                 Ray ray = new Ray (Camera.main.transform.position,Camera.main.transform.forward);
                 RaycastHit hitInfo;
     
                 if (Physics.Raycast (ray, out hitInfo, range)) {
                     Vector3 hitPoint = hitInfo.point;
     
                     if (debrisPrefab != null) {
                         Instantiate (debrisPrefab, hitPoint, Quaternion.FromToRotation(Vector3.up, hitInfo.normal));
                     }        
                 }
             }
         }



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