Bullet properties
Define a cartridge and inspect its trajectory.
Choose Create → RSB → BulletProperties in the Project window. Create one asset for each bullet type your game uses. For this tutorial, select the SR338Magnum preset. Choose Custom to enter your own values.
| Setting | Meaning |
|---|---|
| Muzzle velocity | Initial bullet speed; runtime unit is m/s. |
| Mass | Bullet mass; runtime unit is grams. |
| Diameter / length | Dimensions in millimetres at runtime. |
| Barrel twist | Twist length in millimetres at runtime. |
| Drag model | G1, G2, G5, G6, G7 or G8. |
| Ballistic coefficient | Drag parameter; use a positive value suited to the selected model. |
| Lifetime | Simulation duration in seconds. |
| Affected by wind / air resistance / spin drift | Enable each contribution independently. |
Gravity is applied by the simulation using the scene environment. There is no per-bullet gravity toggle. Keep physical inputs positive and choose a lifetime long enough to reach the intended targets.
Gameplay damage
Assign an optional Damage Profile under Gameplay Damage to give this ammunition its own base damage. Create profiles through Create → RSB → Bullet Damage Profile. The profile remains editable with physical presets and is independent of the ballistic simulation. Existing bullet assets have no profile by default. See Ammunition damage for setup and hit-handler code.
Preview the trajectory
Expand Ballistics Simulation and assign an Environment Properties asset for the preview. Adjust horizontal range, vertical range, shooting angle and displayed time to inspect the result.
The graph plots vertical position against forward distance. Its implementation includes enabled wind and spin calculations, but lateral movement is not displayed in this 2D graph. The preview and runtime also use different wind calculations, so confirm actual impacts with runtime trajectory debugging. The preview is not an exact 3D prediction of gameplay.
The environment assigned here is editor-only. During play, the system uses the environment on the SniperAndBallisticsSystem instance.
Before firing this asset, call ActivateBullet as shown in Firing a bullet.

