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;
Would you like a version of this script for or Godot GDScript instead? Just ask. Realistic Guns -fps Shooter- Script Pastebin
// 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(); }




