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Question by wishinggem · Jun 04, 2021 at 01:59 PM · cameraeditorprogramming

Aimming zoom problem

I am making a first person shooter survival game and I am tring to add aimming by togaling a gameobject which is a camera which perants a clone of the weopon lined up to the iron sights (ads problem editoralt text) and togaling the original camera game object of however when i play the weopon changes place back to the hip fipre position relative to the camera (ads probelm testalt text) of which i have no idea why

this is my code for the gun;

using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI;

public class Gun : MonoBehaviour { // variables public int maxAmmo = 30; public float damage = 10f; public float range = 100f; public float impactForce = 30f; public float fireRate = 15f; private int ammo; public float reloadSpeed = 1.5f; public bool ableToFire = true; public bool reloading = false; public bool aim = false; private float nextTimeToFire = 0f; // the timming for the charging handle slide end public float EjectionAnimSlide; //velocities the speed at which the bullet travels and how fast the shell is ejjected public float bulletVelocity = 5f; //decay speed will improve performance the lower it is public float bulletDecaySpeed = 10f; public float shellDecaySpeed = 5f;

 // references
 public Camera fpsCam;
 public ParticleSystem muzzleFlash;
 public GameObject impactEffect;
 public Text ammoDisplay;
 public GameObject reload;
 public ParticleSystem Bullet;
 public ParticleSystem Shell;
 public AudioSource Fire;
 public AudioSource Casing;
 Animator animator;


 void Start()
 {
     animator = GetComponent<Animator>();
     ammo = maxAmmo;
     reload.SetActive(false);
 }

 // Update is called once per frame
 void Update()
 {
     ammoDisplay.text = ammo.ToString();
     if (Input.GetButton("Shoot") && Time.time >= nextTimeToFire && ammo > 0 && ableToFire == true && aim == false)
     {
         nextTimeToFire = Time.time + 1f / fireRate;
         ammo -= 1;
         //this is calling the shoot and also the bullet and shell graphics
         Shoot();
     }
     if (Input.GetKeyDown(KeyCode.R))
     {
         animator.SetBool("reload", true);
         reloading = true;
         ammo = 0;
         ableToFire = false;
         StartCoroutine(Reload());
     }
     if (reloading == true)
     {
         reload.SetActive(true);
     }
     if (reloading == false)
     {
         reload.SetActive(false);
     }
 }

 // this is the raycast for shooting and some of the graphics
 void Shoot()
 {
     muzzleFlash.Play();
     Bullet.Play();
     ShellControl();
     ShellPort();
     Fire.Play();

     RaycastHit hit;
     if (Physics.Raycast(fpsCam.transform.position, fpsCam.transform.forward, out hit, range))
     {
         Debug.Log(hit.transform.name);

         Enemy enemy = hit.transform.GetComponent<Enemy>();
         if (enemy != null)
         {
             enemy.TakeDamage(damage);
         }

         if (hit.rigidbody != null)
         {
             hit.rigidbody.AddForce(-hit.normal * impactForce);
         }
         // the hit graphics for when the raycast/bullet makes contact
         GameObject impactGO = Instantiate(impactEffect, hit.point, Quaternion.LookRotation(hit.normal));
         Destroy(impactGO, 2f);
     }
 }

 void ShellPort()
 {
     animator.SetBool("shellEjection", true);
     StartCoroutine(shellanimend());
 }

 void ShellControl()
 {
     Shell.Play();
     StartCoroutine(casingTimming());
 }

 // the IEnumarators for timings within the code
 IEnumerator Reload()
 {
     yield return new WaitForSeconds(reloadSpeed);
     ammo = maxAmmo;
     ableToFire = true;
     reloading = false;
     animator.SetBool("reload", false);
 }

 IEnumerator casingTimming()
 {
     yield return new WaitForSeconds(0.5f);
     Casing.Play();
 }

 IEnumerator shellanimend()
 {
     yield return new WaitForSeconds(EjectionAnimSlide);
     animator.SetBool("shellEjection", false);
 }

}

ads-problem-editor.png (416.8 kB)
ads-probelm-test.png (487.7 kB)
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