I gave a video that should show you what I’m on about, now the blood splatter from the actual model being hit should be easy enough because it’s just a matter of emitting the particles when it’s been collided I can work out that much. However the trick I’m thinking of is getting it so that a decal appears in the direction the raycast hit the model you’re looking to make bleed. Note the elite a minute or so in that get’s killed and his purple blood splatters onto the wall.
The halo example I gave works like that as you can see, now would I need to create some sort of second raycast behind the model when the first ray cast initially hits so I can instantiate a randomised blood decal on the wall or floor? Or am I overthinking this and can I just have one raycast going straight through the model and just have it do another bit of code after it’s done hitting the collider?