Components and Inspector Reference

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.


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Updated on November 7, 2025