Arian here, and this week I implemented an imperative set of changes to our rifle functionality. Every single modern FPS makes or integrates existing usage of raycast math for shooting functionality. As for now, despite using projectiles for our first month, the end point of each cast successfully marks an impact point in which the bullet (or potentially hitscan) will hit to a solid surface or collision capsule. A series of modifications to both different collision capsules (which has been entirely implemented through the medium of additional headshot damage to the enemy AI). Despite this working as it should so far, there is definitely a lot more left to be added such as continuous firing inaccuracy, hitscan collision and creating bullet hole meshes where the function points towards, as well as differentiating the queryparams between enemies and world static surfaces collided.