Whenever you trigger a bullet time effect, there needs to be an actual bullet object travelling throughout the scene to watch. We can use the already available bullet prefab for now. Navigate to the InanEvin>Realistic Sniper and Ballistics>System Prefabs folder and drag & drop the Bullet Time - Bullet prefab into the scene. If you enable and look at it, it's just a simple bullet mesh, with a rotator script on it. We keep it disabled in the beginning because we don't want it to render except in those times where bullet time is triggered. We will send this object to the SniperAndBallisticsSystem.cs instance while we are calling a method to fire, and it will enable it when using bullet time effects.

Last updated