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Package details
- Latest version
- 1.0
- Last updated
- First released
- Unity version
- 6000.1.9 or later
- Package size
- 39.4 MB
- Files
- 134
- Favorites
- 5
- Views in the past week
- 12
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- $9.99 on
Keywords
Raycast-Based Projectile System
- Price drop
Detects hits, misses, and movement-based evasion in raycast shhoting. A modular system with object pooling, visual feedback, and realisic logic.
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Raycast-Based Projectile System screenshot 1
About this asset
Solve a common gameplay problem with smart raycast logic.
This system allows Unity developers to reliably detect whether a shot hit, missed, or was narrowly avoided by a moving target — using precise raycast logic and time-based evaluation.
- Hit detection logic based on actual movement
- Realistic hit/miss logic
- Visual trails, muzzle flashes, bullet holes
- Object pooling for optimized performance
- UI integration with feedback
- Easy to integrate, ideal for prototyping or learning
- Includes logic to determine whether moving targets were actually hit at the time of firing.
Whether you’re building an FPS, a training sim, or a target-based arcade game, this system gives you control and clarity.
From the publisher's Asset Store listing.
Technical details
Unity Version: 2021.3 LTS or newer
Render Pipelines: URP compatible
Documentation: User Guide PDF included
Dependencies:
- Universal Render Pipeline (URP) [via Package Manager]
- Cinemachine [via Package Manager]
- TextMeshPro (included with Unity Editor, enable via Window > TextMeshPro > Import TMP Essential Resources)
Third-Party Notices:
This package uses Skybox textures from Poly Haven (https://polyhaven.com/)
licensed under CC0 1.0 Universal. See Third-Party Notices.txt file in the package for details.
Compatibility
| Unity version | Built-in | URP | HDRP |
|---|---|---|---|
| 6000.1.9f1 | Not listed | Compatible | Not listed |
This package is configured for Universal Render Pipeline (URP).
It can be adapted to Built-in or HDRP with manual material and effect adjustments.
No URP-specific code is used, but visuals are set up for URP shaders.
Make sure your project is using URP or you're comfortable converting assets before importing.
As listed on the Asset Store.