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Ballistic Raycaster
Components and Inspector Reference
Components and Inspector Reference
Table Of Contents
DemoGun
Mode
Aiming
Ballistics
Collision
Tracer
Pooling (used when Tracer is a prefab)
Tracer
Lifetime
Trailing
Rendering
DemoGun
#
Mode
#
Use Ballistics:
On = ballistic arc; Off = straight (hitscan) ray of comparable range.
Aiming
#
Use Camera:
Aim at screen center using the assigned Camera.
Face Screen Center:
Rotates the gun to the aim direction each shot/update.
Camera:
Optional; defaults to Camera.main.
Aim Max Distance:
Fallback distance for the screen-center ray when nothing is hit.
Ballistics
#
Firepoint:
Muzzle transform; shot starts here and uses its forward.
Fire Rate:
Seconds between shots when holding Fire1.
Muzzle Velocity:
Initial speed for ballistic flight and timing for straight rays.
Gravity:
Gravity vector applied to the ballistic arc
Max Time:
Max simulated time-of-flight. Also used as a fallback duration.
Time Step:
Simulation step size; smaller is more precise, larger is faster.
Collision
#
Layers:
Physics layers to test.
Query Trigger Interaction:
Include, Ignore, or Collide with triggers.
Self Root:
Root transform to ignore (prevents hitting your own weapon/rig).
Tracer
#
Tracer:
Tracer scene instance or prefab.
Tracer Width:
LineRenderer width.
Tracer Default Length:
On miss, straight tail length for visibility.
Tracer Trail Duration:
Duration of the visible “tail” following the head
TIP
(<= 0 leaves Tracer defaults).
Pooling (used when Tracer is a prefab)
#
Auto Pool Tracers:
Enable simple built-in pooling.
Pool Warmup:
Instances precreated on first use.
Pool Max Size:
Capacity of the pool.
Pool Can Grow:
Allow extra instantiation past capacity during bursts.
Pool Parent:
Optional parent for pooled objects.
Pool Return Padding:
Extra seconds after a tracer’s animation to return it.
Tracer
#
Lifetime
#
Visible Time:
Default visibility if no duration provided.
Destroy:
If true, the tracer GameObject is destroyed at end; otherwise it is cleared for reuse.
Trailing
#
Trail Enabled:
Show only a short trailing segment that follows the head.
Trail Duration:
Duration (seconds) of the visible tail segment.
Stop At Impact:
End immediately when head reaches impact, avoiding any “through-surface” look.
Impact Hold:
Optional small hold before clearing at impact.
Rendering
#
Force World Space:
Ensure LineRenderer uses world space (recommended).
End Skin:
Retract head slightly from the final hit point to avoid visual penetration.
Corner/Cap Vertices, Alignment:
Standard LineRenderer styling.
Quick Start
BallisticRaycaster API (overview)
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Updated on November 7, 2025