8/15/2023 0 Comments 2d aim gameYou can see the number of raycasts can be adjusted, although we found 5 to be the optimal amount. This function is called every frame in FixedUpdate from our main Player Controller. This has the added bonus of letting users disable it completely, many mouse/keyboard players prefer that. In Rogue Star Rescue we’re including a slider in settings which adjusts this from 0 to 100%, which is effectively the strength of the aim assist. It’s useful to tie this to a persistent setting. This function takes the visibility thickness as a parameter. If (distanceAwaySqr > minDistanceAway * minDistanceAway)ĭebug.DrawRay(startPos, direction * castDistance, Color.red, ltaTime) If (hit & isInTargetLayer())įloat distanceAwaySqr = (2() - startWorldPos).sqrMagnitude RaycastHit2D hit = Physics2D.Raycast(startPos, flaredDirection, castDistance, obstaclesEnemyExplosiveMask) ĭebug.DrawRay(startPos, flaredDirection * castDistance, Color.yellow, ltaTime) Vector2 flaredDirection = direction.Rotate(angleOffset) Vector2 startPos = perpDirection * perpDistance + startWorldPos įloat angleOffset = -flareOutAngle * 0.5f + i * flareOutAngle / (numberOfRays - 1) Vector2 perpDirection = Vector2.Perpendicular(direction) įloat perpDistance = -visibilityThickness * 0.5f + i * visibilityThickness /(numberOfRays-1) If (visibilityThickness = 0) return null //aim assist disabledĬonst float minDistanceAway = 2.5f //don't find results closer than this Public Transform lookForEnemyWithThickRaycast(Vector2 startWorldPos, Vector2 direction, float visibilityThickness) Public Transform lookForEnemyWithThickRaycast (Vector2 startWorldPos, Vector2 direction, float visibilityThickness ) The following code demonstrates how this is achieved. This way we can evaluate each ray individually and set them off in a cone shape. Conceptually this is better as it leads to a less jerky experience at close range, and better target finding at a distance where it is most needed.Ī better solution is to use many raycasts set off from the player. Cone shapes are very useful for aim assist since they effectively make the search area wider at further distances and narrower at closer ranges. Which means you cannot make cone-shaped casts. Secondly, the circle cast has a constant radius throughout its cast. If the circle cast is wide enough, it might hit the wall before hitting the enemy and hence not provide the expected target. Though we’ve found this has some shortcomings.įirst, even though the circle cast has a variable circle radius it will still only detect one collision (unless you use CircleCastAll() but then you have to manage distance sorting logic). Any collider making contact with the circle can be detected and reported.Īt first glance this might seem like an ideal solution for finding targets. The Unity documentation states: A CircleCast is conceptually like dragging a circle through the Scene in a particular direction. In the past couple weeks we’ve examined a few different approaches to implementing this in Unity. Admittedly this feature isn’t for everybody, but for most controller players it’s a welcome addition. Aim assist is used to detect a target in a narrow search area, and then adjust the aim of the gun to point directly at the found target. Fast-action twin-stick shooters can be made much more enjoyable with aim assist.
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