πŸ”«Recoil Animation

In this section you will learn how to work with recoil .

Recoil Animation Component

Recoil Animation is a component that generates smooth and fluid firing animations at runtime:

Recoil Animation component.

This component has 3 methods that need to be called in the shooting code:

Recoil Anim Data

Recoil parameters are defined in the RecoilAnimData β€” a Scriptable Object that can be created via right-click β–Έ Create β–Έ KINEMATION β–Έ Procedural Recoil β–Έ Recoil Data:

Recoil Anim Data properties.
  • Pitch - max and min values for the pitch (up) rotation

  • Roll - max and min values for the roll rotation.

  • Yaw - max and min values for the yaw (right) rotation.

Roll and Yaw components are Vector4. That's because of the way random values are calculated:

Minimum value for Roll and Yaw is a random value in [X;Y] range, while the maximum value is in [Z;W] range.

Aim Rot and Aim Loc define multipliers for each rotation and translation. Applied when aiming.

Recoil Curves

There are 4 Vector curves in the data asset, where each Vector curve is designed to animate the rotation or translation when auto/single firing.

Example semi curves.
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Here's the difference between auto and semi curves:

Curves are almost identical, the only difference is that the Auto curve value is very close to zero at some point - this point is the delay between shots.

Example: let's say our fire rate is 600 RPM, then the delay between shots is 0.1s. This means, that all auto curves must be close to 0 at 0.1s time.

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Tip: This is required for the auto solver to work properly. When auto/burst mode is enabled, the curve length is set to the fire delay (see our example above). So, the length of the auto or burst curve gets cropped to the fire delay between shots.

How to apply recoil animation

Add the Recoil Animation component to the character's prefab and apply the changes. Then, add a "Modify Bone" modifier to the Procedural Animation settings and bind recoil OutRot and OutLoc values:

Modify Bone + Recoil Animation.

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