ใ€ฝ๏ธRecoil Pattern

In this section you will learn about controller recoil.

Properties

Recoil Pattern represents the controller recoil, which is added to the character and camera rotation. This type of recoil is controller by the player, so it has a practical purpose.

The recoil is generated in a standalone component, make sure to add it to your character:

Recoil Settings define the actual recoil properties, such as damping, randomized targets for vertical/horizontal recoil, etc.

Delta Look Input Property represents the delta input value, which is related to the User Input Controller component we added previously in Componentssection.

Let's take a look at the Recoil Settings:

Horizontal/Vertical Recoil defines the randomized range.

Horizontal/Vertical Smoothing define the interpolation speed.

Damping defines how fast we should return to the initial screen position.

Integration

To add the recoil to your controller, make sure to grab a reference to the Recoil Pattern component first.

Then, make sure to access the component and add the recoil to the player inut:

if (_recoilPattern != null)
{
    _playerInput.y += deltaMouseY;
    _playerInput += _recoilPattern.GetRecoilDelta();
}

Then, call the Init method when a gun is equipped:

_recoilPattern.Init(recoilPatternSettings);

Finally, call the OnFireStart and OnFireStop methods:

_recoilPattern.OnFireStart(); // Call every shot.
_recoilPattern.OnFireEnd(); // Call when firing is cancelled.

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