Here is how you intergrate RayFire with Ultimate Character Controller the cleanest way without changing code.
Im not gonna tell you the obvious, there is tutorials about that if you are a newbie.
This is for runtime weapons:
1. Open up your gun runtime prefab
2. On the gameobject (where the animator and audiosource etc) are , Add Component >>> Rayfire Gun
3. On the "Target" on Rayfire Component and your weapons Fire Point and set Axis to Z (or whatever you have)
4. (optional), if you are very pickie you could drag the Fire Point a bit before the weapon supressor to get a straighter line or it might work to add new gameobject with only the Rayfire Gun component and position it the way you want, Im happy with this its good enough.
5. Go to your Shootable weapon component and On Hitscan Impact Event, drag your gun gameobject (where the Rayfire Gun is) amd from the drop down menu Rayfire gun >> Shoot () int
Im not gonna tell you the obvious, there is tutorials about that if you are a newbie.
This is for runtime weapons:
1. Open up your gun runtime prefab
2. On the gameobject (where the animator and audiosource etc) are , Add Component >>> Rayfire Gun
3. On the "Target" on Rayfire Component and your weapons Fire Point and set Axis to Z (or whatever you have)
4. (optional), if you are very pickie you could drag the Fire Point a bit before the weapon supressor to get a straighter line or it might work to add new gameobject with only the Rayfire Gun component and position it the way you want, Im happy with this its good enough.
5. Go to your Shootable weapon component and On Hitscan Impact Event, drag your gun gameobject (where the Rayfire Gun is) amd from the drop down menu Rayfire gun >> Shoot () int
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