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

Environment Properties

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Last updated 3 years ago

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An Environment Properties asset determines your scene’s global environment settings which will be used during simulation of a bullet. To create one, right click anywhere in your project file, go to RSB>Environment Properties. This will create a new environment properties scriptable object asset file in your project folder.

As you will see, environment properties determine your scene’s global settings such as gravity, temperature, wind speed etc. Your bullet simulation will be affected by these settings. Most of the time, you can leave gravity, temperature and air pressure in it’s default settings but play with the wind speed to achieve the desired wind effect. After we get our environment property ready, we need to create a Bullet Properties asset so we can fire that bullet.

Wind Speed property is accessible in runtime, so we can for instance create a dynamically changing wind condition during our game.

Environment Properties scriptable object asset file.