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Question by Joni2804 · Oct 14, 2020 at 03:50 PM · weaponaimingaimdownsights

Gun model not corectly pointing at center of screen when using ironsights,Gun model not correctly pointing at the middle of the screen when aiming

I made a Gun Model for an MP40, now when I aim it using the animator, and I look around, the Ironsight doesnt correctly follow the Crosshair im Using, only when aiming straight forward, up, or down! I tried putting the weapon in a new position, but that didnt work either, I would appreciate some help, and thanks in advance!

Heres my Scipt for Automatic Weapons, and Pictures of what I mean, if thats of any use... alt text

alt text

 using UnityEngine;
 using System.Collections;
 using TMPro;
 
 public class GunScript_A : MonoBehaviour
 {
 //----------------------------------------------------------------
     public float damage = 10f;
     public float range = 100f;
     public float impactForce = 30f;
     public float fireRate = 15f;
 
     public float maxAmmo = 10;
     private float currentAmmo;
     public float reloadTime = 3f;
     private bool isReloading = false;
   
 
     public Camera fpsCam;
     public ParticleSystem muzzleFlash;
     public GameObject impactEffect;
     public TextMeshProUGUI ammunitionDisplay;
 
     private float nextTimeToFire = 0;
 
     public Animator animator;
 //-------------------------------------------------------------------
 
     void Start()
     {
         currentAmmo = maxAmmo;
         AmmoDisplay();
     }
 
     void OnEnable()
     {
         isReloading = false;
         animator.SetBool("Reloading", false);
     }
    
 
     // Update is called once per frame
     void Update()
     {
 
         if(isReloading)
         {
             return;
         }
 
         if(currentAmmo <= 0)
         {
             StartCoroutine(Reload());
             return;
         }
 
     //Shoot
     if(Input.GetMouseButton(0) && Time.time >= nextTimeToFire)
     {
         nextTimeToFire = Time.time + 1f/fireRate;
         Shoot();
     }
 
     //Reload
     if (Input.GetKeyDown(KeyCode.R) && currentAmmo < maxAmmo)
 
         {
 
             StartCoroutine(Reload());
             return;
 
         }
 
     //Amining
     if(Input.GetButton("Fire2") && isReloading == false)
     {    
         animator.SetBool("Aiming", true);
     }
     else
     {
         animator.SetBool("Aiming", false);
     }
     
     
 
     if (ammunitionDisplay != null)
         {
             AmmoDisplay();
         }
 
 
     }
 
     IEnumerator Reload()
     {
         animator.SetBool("Aiming", false);
 
         isReloading = true;
         Debug.Log("Reloading...");
         
         animator.SetBool("Reloading", true);
 
         yield return new WaitForSeconds(reloadTime - .25f);
 
         animator.SetBool("Reloading", false);
 
         yield return new WaitForSeconds(.25f);
 
         currentAmmo = maxAmmo;
         isReloading = false;
     }
 
     void Shoot()
     {
         muzzleFlash.Play();
 
         currentAmmo--;
         
 
         RaycastHit hit;
         if(Physics.Raycast(fpsCam.transform.position, fpsCam.transform.forward, out hit, range))
         {
             //Debug.Log(hit.transform.name);
 
             Target target = hit.transform.GetComponent<Target>();
             if(target != null)
             {
                 target.TakeDamage(damage);
             }
 
             if(hit.rigidbody != null)
             {
                 hit.rigidbody.AddForce(-hit.normal * impactForce);
             }
 
             GameObject impactGO = Instantiate(impactEffect, hit.point, Quaternion.LookRotation(hit.normal));
             Destroy(impactGO, 1f);
         }
 
 
     }
      void AmmoDisplay()
      {
          
         ammunitionDisplay.SetText(currentAmmo + " / " + maxAmmo);
         
      }
 }


2020-10-14.png (348.5 kB)
2020-10-14-1.png (392.8 kB)
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