Realistic Sniper and Ballistics
  • Welcome
  • Introduction
    • Feature List
    • Why/How is it used?
    • Quick Setup
  • Getting Started
    • Getting Started
    • Environment Properties
    • Bullet Properties
    • Object Poolers
    • Sniper and Ballistics System
    • Firing a Bullet
    • Listening to Hit Events
      • Spawning Particles on Hit
      • Hit Tags
    • Zero Distances
    • Wind Vector
    • Air Resistance
    • Spin Drift
    • Ballistic Surfaces - Penetration
    • Ballistic Surfaces - Ricochet
    • Bullet Time Effects
      • Target
      • Bullet
      • Firing with Bullet Time
      • Bullet Time Camera - Default
      • Writing your Own Bullet Time Camera
    • Dynamic Scope System
    • Incorporating Player
      • Player Movement Controller
      • Motion Controller
      • Camera Controller
      • Player With Weapon
    • Mobile Controls
    • Conclusion
  • API
    • API Welcome
    • Sniper and Ballistics System
    • Dynamic Scope System
    • Player Movement Controller
    • Motion Controller
    • Ballistic Surface
    • Environment Properties
    • Ballistics Utility
    • Bullet Time Utility
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  1. Getting Started

Bullet Time Effects

PreviousBallistic Surfaces - RicochetNextTarget

Last updated 3 years ago

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Bullet Time effects are small cut-scene like sequences showing the bullet flying towards it's target. It became popular in game franchises such as Sniper Elite and Sniper Ghost Warriors. RSB provides a powerful tool to create your own bullet time camera behavior without writing a single line of code. Alternatively, you can use RSB's powerful event system to write your own camera logic as well. First, let's take a look at how we can incorporate this powerful tool into our tutorial scene.

We first need to enable bullet time effect on SniperAndBallisticsSystem.cs instance in our scene. Navigate to the Sniper and Ballistics object containing the script, and enable bullet time checkmark.

Chance determines the percentage which the bullet time effect will get triggered on each time a bullet time target is hit. Min Distance determines the minimum shot distance for the effect to get triggered. Let's leave the values as is for now.

Bullet time effects enabled in SniperAndBallisticsSystem.cs instance.