Pretty proud of my projectile ricochet system! 💥No physics involved (unless you count a single-shot raycast to calc. Vector3.Reflect), so no FPS-reliant collider penetration. Any number, any speed, perfectly calculated wall bounces every time!
Pretty proud of my projectile ricochet system! 💥No physics involved (unless you count a single-shot raycast to calc. Vector3.Reflect), so no FPS-reliant collider penetration. Any number, any speed, perfectly calculated wall bounces every time!