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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.