I started off using one when I first switched to PC and hadn't fully embraced playing with a KB+M. I'll still turn it on if the game is one where mouse/keyboard doesn't work out well, but I'll grumble as I do it.ĭXCHASE: Today, no. That makes me wonder how much I've been missing and scoring hits anyway, which makes me think I don't really deserve to be doing as well as I am. I don't like missing, but when I do miss and it hits anyway, it's even worse. To be clear "direction" is the same from AimAssist().Zloth: No. Thanks in advance.īTW, I made this, but it was useless: Vector2 aim = new Vector2(Quaternion.LookRotation(direction).eulerAngles.x, Quaternion.LookRotation(direction).eulerAngles.y) ĬamTransform().eulerAngles = currentRotation + (Vector2)aim In other words, what I need is snap the crosshair in the head and still move fine with mouse. I know one of these work with degrees and the other one use angles, it's confusing. So, The problem is they don't work together, it's a mess. Vector3 direction = - Ĭam.transform.rotation = Quaternion.Slerp(, Quaternion.LookRotation(direction). If (Physics.SphereCast(, radiusDetection,, out hit, weaponRange, 1 << LayerMask.NameToLayer("Shootable")) like this: void Update()įloat pitch -= Input.GetAxis("Mouse Y") * sensivity įloat yaw += Input.GetAxis("Mouse X") * sensivity Īnd my AimAssit() method look like this: void AimAssist(float weaponRange) I move my camera using pitch-yaw updated every frame. as Title says it's about an "aim assist" for a shooting game. Well, I'm working on something, but I'm stuck right now.
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