RayFire Intergration Tutorial

Mattis

Active member
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
 
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How did you integrate it?

It seems you are trying to use the RayFire Gun component as your weapon, instead of the Shootable Weapon component?

• The Fire Point for Opsives Shootable Weapons is the raycast origin.
• Items and the Held Item are 2 different, split GameObjects (Items beneath character and items beneath the rigs, usually hand slots). The Items GameObject beneath the character are invisible objects at 0,0,0. You need to reference the picked up First or Third Person object parts.
• Maybe you can use the Firepoint as the Rayfire Gun component object, so it’s still directions are accurate. This is if you have it being used on MouseClick standard.
 
What you mean how? A millisecond after hit it shoots a second ray from the RayFire Gun Component
 
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