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Question by unity_018D6726B6197422CA61 · Mar 12 at 01:52 PM · raycastshooting

My shooting script sometimes shoots down

Firstly, ty for taking the time to read this. I'll leave my shooting script below so you can check it, it's really short so I hope it's not something bothering.

What happens in my case is that, sometimes (probably 1/5 bullets or so) hit below the point I am aiming at, the weird thing about this behaviour is that every time a bullet does this, it goes farther below than the last one, so I end up with correct, working bullets and with bullets that go under the aim point increasingly. (If you need a video to understand better this behaviour feel free to ask for one, I'll upload it to Youtube and link it here).

As I said, here's the script:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class gunScript : MonoBehaviour
 {
     public float damage = 10f;
     public float range = 100f;
     public float fireRate = 15f;
     public float impactForce = 30f;
 
     public Camera fpsCam;
     public ParticleSystem muzzleFlash;
     public GameObject impactEffect;
 
 
     private float nextTimeToFire = 0f;
     // Update is called once per frame
     void Update()
     {
         if (Input.GetButton("Fire1") && Time.time >= nextTimeToFire && Cursor.lockState == CursorLockMode.Locked)
         {
             nextTimeToFire = Time.time + 1f / fireRate;
             Shoot();
         }
     }
 
     void Shoot()
     {
         if(muzzleFlash != null)
         {
             muzzleFlash.Play();
         }
         
         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);
             }
 
             if(impactEffect != null)
             {
                 GameObject impactGO = Instantiate(impactEffect, hit.point, Quaternion.LookRotation(hit.normal));
                 Destroy(impactGO, 2f);
             }
             
         }
 
     }
 }
 



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Answer by NikkF · Mar 13 at 07:13 PM

Your script looks fine, it might be a problem with your camera itself. Perhaps a camera movement script is causing it? A video would be really helpful

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