{nextFireTime=Time.time+fireRate;if(bulletsPerMagazine>0){//Point fire point at the current center of CameraVector3firePointPointerPosition=manager.playerCamera.transform.position+manager.playerCamera.transform.forward*100;RaycastHithit;if(Physics.Raycast(manager.playerCamera.transform.position,manager.pla...
(arRaycastManager.Raycast(screenCenter, aRRaycastHits) && aRRaycastHits.Count > 0) { ARRaycastHit hit = aRRaycastHits[0]; hitPosition = hit.pose.position; } #elif WINDOWS_UWP || UNITY_WSA RaycastHit hit; if (this.TryGazeHitTest(out hit)) { hitPosition = hit.point; } #endif ...
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class PlayerController : MonoBehaviour { //Player Variables public float moveSpeed; public float jumpHeight; public float raycastDistanceGround; public Text moneyText; private bool isGrounded;...
I actually cobbled together a similar system in Unity (which I ended up not using), so it is definitely possible to do something like this in Unreal, but keep in mind it is a little bit clunky because natively neither Unity or Unreal has the ability to get lighting data from shaders ...