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Question by SaplingGames5 · Mar 04, 2021 at 02:51 PM · bulletgun scriptspread

How to make a bullet spread

So I'm making an fps game but I'm having a hard time creating bullet spread. I used brackeys tutorial for shooting but he never showed how to make bullet spread (either that or I'm dumb and didn't listen). here is my shooting script: (and I don't have any spread code on it because nothing has worked)

 void Shoot()
 {

     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);
         }

         Instantiate(impactEffect, hit.point, Quaternion.LookRotation(hit.normal));
     }
 }

I hope someone has an answer.

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Answer by unity_ek98vnTRplGj8Q · Mar 04, 2021 at 07:26 PM

Something like this will give you bullet spread in a random circle around your aim line

 public float maxSpreadDegrees = 5f;
 
 void Shoot(){
 
     Vector2 spreadDirection = Random.insideUnitCircle.normalized; //Get a random direction for the spread
     Vector3 offsetDirection = new Vector3(fpsCam.transform.right.x * spreadDirection.x, fpsCam.transform.up * spreadDirection.y, 0); //Align direction with fps cam direction
 
     float offsetMagnitude = Random.Range(0f, maxSpreadAmount); //Get a random offset amount
     offsetMagnitude = Mathf.Tan(offsetMagnitude); //Convert to segment length so we get desired degrees value
     Vector3 bulletTrajectory = fpsCam.transform.forward + (offsetDirection * offsetMagnitude); //Add our offset to our forward vector
 
     RaycastHit hit;
      if (Physics.Raycast(fpsCam.transform.position, bulletTrajectory, out hit, range))
      {
      }
 }
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