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Question by kole9273 · Oct 27, 2013 at 06:01 AM · mouseshooterpersonthird

How to shoot exactly where mouse is (third person)

So I'm making a little mini where the player(model) is about a couple feet to the left of the main camera, and the camera is rotated slightly to the left towards the player model. Now when I click to shoot it, it always shoots slightly left of where the mouse is (obviously because the projectile is coming from the the model, not the camera) what can I do to fix this? I'll provide screenshots if needed.

Here's the code:

if (Input.GetButtonDown("Fire1")) {

 var ray = Camera.main.ScreenPointToRay (Input.mousePosition );
 yield WaitForSeconds (0.4f);
 startPosition = Vector3(transform.position.x+0.3f, transform.position.y+0.8f,             transform.position.z+0.7f);
 var projectile : GameObject = GameObject.Instantiate(projectilePrefab, barrel.transform.position,Quaternion.LookRotation(ray.direction));            
         projectile.rigidbody.AddForce(transform.forward * 2000);

}

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Answer by robertbu · Oct 27, 2013 at 07:33 AM

When the gun is shooting from a point different from the mouse position, you have to find a point in 3D world space for the projectile to aim at. Typically this is done by using Physics.Raycast(), but sometimes (like for a 2D game), you can use Camera.ScreenToWorldPoint() to find the aim point. ScreenToWorldPoint() requires a distance in front of the camera to work. Here is a solution that combines the two, using a Raycast but defaulting to ScreenToWorldPoint() if the Raycast fails (untested):

 var ray = Camera.main.ScreenPointToRay (Input.mousePosition );
 var lookPos : Vector3;
 var hit : RaycastHit;
 if (Physics.Raycast(ray, hit) {
     lookPos = hit.point;
 }
 else {
     lookPos = Input.mousePos;
     lookPos.z = defaultAimDistance;
     lookPos = Camera.main.ScreenToWorldPoint(lookPos);
 }
 startPosition = Vector3(transform.position.x+0.3f, transform.position.y+0.8f,             transform.position.z+0.7f);
 var projectile : GameObject = GameObject.Instantiate(projectilePrefab, barrel.transform.position,Quaternion.Identity);     
 projectile.LookAt(lookPos); 
 projectile.rigidbody.AddForce(transform.forward * 2000);
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