Realistic: Guns -fps Shooter- Script Pastebin

// Shooting if (Input.GetButton("Fire1") && Time.time >= nextTimeToFire && currentAmmo > 0) { nextTimeToFire = Time.time + 60f / fireRate; Shoot(); }

// Visual & audio feedback muzzleFlash.Play(); shootSound.Play(); Realistic Guns -fps Shooter- Script Pastebin

// Spread decays over time when not shooting currentSpread = Mathf.Max(0, currentSpread - spreadDecayRate * Time.deltaTime); // Shooting if (Input

[Header("Effects")] public Camera playerCamera; public ParticleSystem muzzleFlash; public GameObject impactEffect; public AudioSource shootSound; public AudioSource reloadSound; = nextTimeToFire && currentAmmo &gt

She studied how actual weapons behave: recoil that kicks the camera up, spread that increases with sustained fire, and ammo that doesn’t magically refill on reload.

// Spawn impact effect Instantiate(impactEffect, hit.point, Quaternion.LookRotation(hit.normal)); }