VR Shooter Aim Assist

Description:

VR shooting feels wrong without aim correction. In flat-screen games, auto-aim works behind the scenes — but in VR the player's hand is the gun. Hand tremor, tracking imprecision, and the lack of a physical stock make hitting targets frustrating. VR Shooter Aim Assist solves this with a configurable system that subtly redirects shots toward the best target. Players feel like better shots without noticing they're being helped.

How It Works

The system detects targets inside a cone ahead of the gun and scores them by angle, distance, and priority to pick the best candidate. It outputs a direction and an aim-assist factor (0 = full correction, 1 = no correction) that you can use to scale damage, scoring, or feedback — rewarding accurate players while helping everyone else.

Two Aim Assist Modes

Physics Cone Cast — chains multiple sphere casts to approximate a detection cone. Configurable cast count, distribution curves (linear, squared, square root, logarithmic), and non-alloc buffers for Quest-level performance. Best for dynamic scenes.

Math-Based — iterates a global target registry using vector math with no physics queries. Includes enhanced aim-point calculation for accurate targeting near collider edges. Best for scenes with known target sets or tight performance budgets.

Target Selection

Three selection strategies: closest by angle, nearest by distance, or a weighted blend with a tunable slider. Per-target priority makes headshots more attractive than body shots. Per-target cone angle overrides let specific targets be easier or harder to lock onto.

Damage System

Full damage pipeline included: IDamageable interface, body-part damage multipliers (DamageablePart), health component with damage and death events, floating damage text, and an AimAssistProjectileHelper that carries the aim-assist factor on the projectile for downstream scoring.

4 Example Shooting Games

Grid Aim Trainer — targets appear on a configurable grid, shoot them before time runs out. Moving Target Gallery — targets cross the play area, miss one and the game ends. Dodging Capsule — a physics-driven target that moves, dodges, and jumps. AI Enemy Arena — enemies with NavMesh pathfinding, a cover/reservation system, progressive difficulty, and configurable firing behavior.

All games include score tracking with accuracy penalties, high score leaderboards with animated displays, and full game-flow UI (title screen, countdown, game over, high scores).

Also Included

Enemy AI with NavMesh movement, cover spot system with occupation and reservation logic, and waypoint editor tools with scene gizmos. Dissolve shader VFX for enemy spawn and death. Emission-flash hit feedback. Line-of-sight checking with configurable layers and intelligent fallback when targets are partially obstructed. Surface-point aiming mode that targets the collider surface nearest the bullet path instead of center-of-mass. Full C# source code, no DLLs.

Compatibility

Built for VR with XR Interaction Toolkit and Meta SDK. The core aim assist system uses standard Unity physics and math — no VR-specific dependencies — so it works on any platform. Example scenes require Unity 6+, URP, XR Interaction Toolkit, and NavMesh.

Support

Documentation: mikenspired.gitbook.io Contact: Mikenspired@gmail.com