Realistic Guns -fps Shooter- Script Pastebin -

// Visual & audio feedback muzzleFlash.Play(); shootSound.Play();

// Spread calculation currentSpread = Mathf.Min(maxSpread, currentSpread + spreadPerShot); Vector3 spreadOffset = Random.insideUnitSphere * currentSpread;

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// Spread decays over time when not shooting currentSpread = Mathf.Max(0, currentSpread - spreadDecayRate * Time.deltaTime);

// Optional: add a small camera shake StartCoroutine(CameraShake(0.05f, 0.1f)); } // Visual & audio feedback muzzleFlash

[Header("Recoil & Spread")] public float recoilForce = 2.5f; public float maxSpread = 5f; public float spreadPerShot = 0.5f; private float currentSpread = 0f; private float spreadDecayRate = 20f; // per second

void Update() { if (isReloading) return; // Visual & audio feedback muzzleFlash.Play()

// Shooting if (Input.GetButton("Fire1") && Time.time >= nextTimeToFire && currentAmmo > 0) { nextTimeToFire = Time.time + 60f / fireRate; Shoot(); }