How to? 3rd person crosshair?

Hi guys,

So a first person cross hair is easy, but 3rd person the weapon tip and camera view see the world from two angles…So how to set this up?

Raycast from the camera and get the gun to look at the hitPoint? I dont think that will work…

If anyone has any insight on where to start that would be great, thanks

AaronC

Hi AaronC, 3th ps are interesting. A tread on that subject is welcome. I am interested to work on a 3th camera. Without having much experience with Unity I would saw those line about it.

watch that video SW battlefront is a 3th ps. http://www.youtube.com/watch?v=UP9IBRkpNL8

  1. First a cross air that stay in screen. A GUI texture :smile:

  2. We need the character to stay in middle, under the cross-air. except when it just it touch a little.

  3. When character turn the camera follow the left-right.

  4. But, when the camera goes LR, the character make a little rotation on himselve. So we never see just his back.

  5. The camera when following the cross-air have a limit up-down when shooting up-down.

  6. When it goes up-down, the camera make a arc. Or simplier, the camera goes up down, but still follow the player, with a little zoom on the character.

  7. Character/Cross-air is linked to a ray-cast to tell there is a ennemy in front: cross-air turn red.

  8. On reload there is a set of cross-air/ GUI texture.

I presently have no script to show.

I searched a lot for an answer to this question myself, but haven’t found a straight answer.

This is what I do in my third person shooter, the only exception being when you aim at the sky where I position the “hitpoint” an arbitrary distance from the camera because there is no real hitpoint.

It also freaks out if you walk close to an obstacle or wall because suddenly your guy can aim behind himself or straight up/down

I’ve studied games like gears of war and ghost recon advanced warfighter etc., but I’m not sure how they implement their aiming because its perfect no matter what you aim at.