ive been working on an fps game in unity for some time now but i dont know how to spray my bullets instead of the bullets going straight forward which isnt very realistic.

can anyone help me with?

ive been working on an fps game in unity for some time now but i dont know how to spray my bullets instead of the bullets going straight forward which isnt very realistic.

can anyone help me with?

You'll need to use Random. I write code better than I write sentences:

```
public var maxDivergence : float = 5; // The amount in degrees the bullet can be "off" center
function Shoot() {
// start with a perfect shot
var divergence : Vector3 = Vector3.zero;
// then we want to randomize the rotation around the X axis
divergence.x = (1 - 2 * Random.value) * maxDivergence;
// and the rotation around the Y axis
divergence.y = (1 - 2 * Random.value) * maxDivergence;
/* Random.value only gives you a positive float between 0 and 1
* (1 - 2 * Random.value) makes that between -1 and 1
*/
// instantiate the bullet
var bullet : Transform = (Transform) Instantiate(bulletPrefab, transform.position, transform.rotation);
// now we'll apply the divergence
bullet.Rotate(divergence);
}
```

It would be more efficient to make the Quaternion rotation before instantiating the prefab but Quaternions scare me. I'm making this a Wiki maybe someone will add it in.

Also check out the answers on this question http://answers.unity3d.com/questions/5602/fps-gun-accuracy-bullet-tracers

@Rennat, Since I canâ€™t add a reply for some reason, I will post it as a separate answer. I enjoy that there is a script that uses angles instead of vector movement. This way, the gun will be less accurate at distance. A simple vector movement means that while the gun will be inaccurate, it will be just as inaccurate at infinity distance than at point blank distance. Thanks!

Heres the script that I use for my weapons. It may not be efficient but it does get great results.

```
public float accuracy;
public float aimAccuracy;
public float hipAccuracy;
private Quaternion shotAcc;
public Transform shotPoint;
if(Input.GetKey(KeyCode.Mouse1))
{
accuracy = aimAccuracy;
camObj.fieldOfView = 40;
}
else
{
camObj.fieldOfView = 50;
accuracy = hipAccuracy;
}
if (semiauto == true && !isReloading)
{
if (Input.GetKeyDown(KeyCode.Mouse0) && !Input.GetKey(KeyCode.LeftShift) && Time.time > nextFire)
{
if (magAmmo > 0)
{
shotAcc = Quaternion.Euler(Random.Range(-accuracy, accuracy), Random.Range(-accuracy, accuracy), 0);
shotPoint.localRotation = shotAcc;
Shot();
shotSound.Play();
magAmmo--;
shotsFired++;
muzzleFlash.Play();
}
}
}
```