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[Unity] What's the best way to handle Aiming Down Sights in FPS?


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#1 farooqaaa   Members   -  Reputation: 100

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Posted 16 February 2012 - 09:38 AM

Currently, I run the game and position the weapon so the its aimed perfectly and save that position in a Vector3. This is working fine but I was wondering if there's any other better way.

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#2 meeshoo   Members   -  Reputation: 508

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Posted 17 February 2012 - 05:49 AM

Well, you are not giving us too much info to work with, but what do you understand by "a better way"? If it works for you, then I guess it is OK. Are you trying to make some wobbling to the gun to simulate body movement while breathing, or any other effects?

#3 frob   Moderators   -  Reputation: 22693

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Posted 17 February 2012 - 07:09 AM

The general implementation is easy enough: reduce the viewing angle from the 60' or so that you normally use down to around 8' viewing angle that a good scope will give, then draw crosshairs over everything. To help the player you also need to reduce the sensitivity of movement.

What more are you looking for in a scope?

Check out my book, Game Development with Unity, aimed at beginners who want to build fun games fast.

Also check out my personal website at bryanwagstaff.com, where I write about assorted stuff.





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