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A: Yes. Use BallisticRaycaster to get RaycastHit, timeToHit, and points, then
drive your own VFX.
A: Invoke BallisticRaycast multiple times per shot with varied directions; reuse
the same outPoints list per projectile to reduce allocations.
A: The library returns the first valid hit. You can continue from the hit point with
a reflected direction and repeat the call if you need simple ricochets in your
own logic.
A: Cost scales with MaxTime / dt and number of collisions tested per segment.
Keep dt reasonable and filter with Layers. Pool your tracer visuals.