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

Getting Started

This section assumes you’d like to learn about how RSB works step by step, this way you can use RSB features with a complete control over them, e.g, to integrate RSB into your own systems & players. So let’s create an empty scene and work on that to learn how RSB works. The empty scene should contain a directional light (if desired) and a single Main Camera setup at 0,0,0 as position.

RSB works by using two scriptable object assets as means of determining the simulation settings. These are EnvironmentProperties and BulletProperties assets. So first, let’s setup these files and make them ready to be used within our system.

PreviousQuick SetupNextEnvironment Properties

Last updated 4 years ago

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