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Thanks for playing it.  I was trying a lot of new things this version and I'm glad I'm getting a lot of different feedback. 

They axed the unity startup dialogue in unity 2019 :( A lot of people have a lot of mixed preferences about where the slide/grenade button should be so I'll have to make remappable controls a priority.

You're right on the sliding, I really only designed it to be slid downwards, but I think I should make it more like Apex. 

Most of the time, the weapons should shoot where the crosshair is aiming at +  the spread of the crosshair.  If it is behind a wall though, it will try to ignore the wall and shoot at whatever is behind the wall (in front of you). I think the spread might be a bit much, so I'll try reworking that.

The enemies were meant to be ragdolled first by sliding or explosives, and then be shot. They have an orange outline when they are "vulnerable."  I was pretty bad at communicating that so I'm definitely going to rework it and make it more accessible and obvious.

The wood crates do make the map pretty messy, so I'll have to make them make less of a mess.

I didn't really have that many good textures so I'll make a visual pass on the level next version.

You can actually mute the voices in the sound options in the menu. However, I'm going to definitely gut the  frequency of them......

You pick up ammo when you have the same type of gun as a weapon on the ground. It just "eats" the weapon and gives you its ammo, but I probably need a better ammo collection sound.

I designed the pickups so that you pick up the weapons that you're roughly pointing at with your cursor. It might be some weird situation where something is colliding with some other object that's giving you an issue.

Shame, mine is running on 2019.2 and still has the dialogue, guess that one's on unity.

The aiming issue, it's not about spread, it's that the trajectory of the bullets isn't the same as the camera's forward vector. at some point, the bullet trajectory will cross the camera forward vector, and ideally at that point is where the crosshair should be placed.  But when is that? 10m in? 5? 20? We don't know, and even if you did indicate the crosshair distance, it still won't be very accurate visually for distances shorter than that. That's why I mentioned having a laser dot where the bullets will actually collide.

I didn't think of turning off voices until after I stopped playing, so that one slipped by me. Sorry about that!

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The bullets raycast from the center point of the screen + some offset based on  the weapon's spread stats forward towards the world.  The gun then shoots a tracer towards that point even if it technically isn't facing that way. I like the idea of a laser so i'll try to line it up nicer next time.