Shooter 2 Integration
The Shooter 2 Integration connects Shooter 2 weapons to the rig. Install it from the Installer. Shooter weapons then work without any extra components.
It is highly recommended to install the included Shooter 2 examples and look at how the weapons are set up: their sights, Scope Through sights, Free Hand handles, Held Item components and Held Item Profiles. See Examples on the Getting Started page.
What It Reads From Shooter
| Shooter setting | What the rig does with it |
|---|---|
| Muzzle | The barrel turns towards the crosshair point. With Align Shots To Crosshair on, each shot is also lined up exactly with the crosshair when it is fired. |
| Sight > Aim | Use Camera Center with Raycast. The hit point sets how far away the barrel aims. |
| Scope Through | Aiming down sights. The scope point is placed on the camera axis at the Scope Distance, and the barrel stays aligned. |
| Free Hand | The second hand grabs the handle you set, and lets go during reloads and jam fixes. |
| Reloads | During a reload the hands follow the animation exactly, then blend back to the hold pose. |
| Shots | Every shot plays the Recoil Kick modifier of the weapon's profile, on top of Shooter's own aim recoil. |
Shots Go to the Crosshair
Shooter fires bullets from the Muzzle, along the barrel. The barrel sits below the camera, so a shot can miss the edge of an object the crosshair is on.
Turn on Align Shots To Crosshair in the rig's Held Items section to fix this. It is off by default. When a shot is fired, the rig finds the crosshair point with a ray from the center of the camera, skipping the Character and what it holds. It then turns the weapon for that moment so the Muzzle points straight at that point, and the bullet hits where the crosshair is.
The bullet still starts at the Muzzle, so a wall right in front of the barrel still blocks it. Spread is added on top as normal. The weapon is put back before the frame is drawn, so you never see this turn.
The shot goes along the barrel when:
- The weapon is not held up to aim, for example while it is lowered for sprinting, pulled back from a wall, or during a reload or an equip.
- The crosshair point is behind the Muzzle, for example when the crosshair is on a wall closer than the Muzzle.
- The crosshair point is more than Max Shot Correction degrees away from the barrel.
Aim Down Sights
- Add a second sight to the weapon, for example named
ads. - Turn on Scope Through on that sight.
- Switch to it with Enter Sight on right mouse, and back on release.
A sight without Scope Through is still hip fire for the rig, even if it is called ads. See Held Items for how the hip pose is made.
One-Handed Weapons
With Free Hand set to None, like on a pistol or a flashlight, the other arm plays its animation and moves with the body. During reloads it is locked to the weapon.
If a one-handed weapon uses a two-handed animation, set the rig's Arms > Free Hand Without Grip to Lock To Weapon.
Shooter Human Rig
Shooter's Shooter Human rig is not needed. Setup Selected Character removes it. If a character still has one, it is switched off while the Full Body Awareness rig is active, and switched back on when the rig is disabled, for example with the Active Full Body Awareness instruction or a third person camera.
Use this package's Lean instruction to lean. Shooter's Lean instruction needs the Shooter Human rig.
Bullet Holes on Moving Objects
Shooter does not attach impact effects to what was hit. Add Stick To Surface to the decal of the impact effect. See Stick To Surface.