Hi new here,
I’m trying to apply a basic gun script to my gun (Obviously), but i need to edit the options/ Execution order for this script once i have applied it to my gun, but for some reason i’m only getting this:
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When i should actually be getting this (Taken from my tutorial video):

Am i doing something wrong here? I’ve tried everything, draging it onto the model, dragging it on the screen, using the ‘Add Component’ button, none of this is working because i’m getting the same thing! Here is the script i’m using:
var cameraObject : GameObject;
@HideInInspector
var targetXRotation : float;
@HideInInspector
var targetYRotation : float;
@HideInInspector
var targetXRotationV : float;
@HideInInspector
var targetYRotationV : float;
var rotateSpeed : float = 0.3;
var holdHeight : float = -0.5;
var holdSide : float = 0.5;
var racioHipHold : float = 1;
var hipToAimSpeed : float = 0.1;
@HideInInspector
var racioHipHoldV : float;
var aimRacio : float = 0.4;
var zoomAngle : float = 30;
var fireSpeed : float = 15;
@HideInInspector
var waitTilNextFire : float = 0;
var bullet : GameObject;
var bulletSpawn : GameObject;
var shootAngleRandomizationAiming : float = 5;
var shootAngleRandomizationNotAiming : float = 15;
var recoilAmount : float = 0.5;
var recoilRecoverTime : float = 0.2;
@HideInInspector
var currentRecoilZPos : float;
@HideInInspector
var currentRecoilZPosV : float;
function Update ()
{
if (Input.GetButton("Fire1"))
{
if (waitTilNextFire <= 0)
{
if (bullet)
Instantiate(bullet,bulletSpawn.transform.position, bulletSpawn.transform.rotation);
targetXRotation += (Random.value - 0.5) * Mathf.Lerp(shootAngleRandomizationAiming, shootAngleRandomizationNotAiming, racioHipHold);
targetYRotation += (Random.value - 0.5) * Mathf.Lerp(shootAngleRandomizationAiming, shootAngleRandomizationNotAiming, racioHipHold);
currentRecoilZPos -= recoilAmount;
waitTilNextFire = 1;
}
}
waitTilNextFire -= Time.deltaTime * fireSpeed;
currentRecoilZPos = Mathf.SmoothDamp( currentRecoilZPos, 0, currentRecoilZPosV, recoilRecoverTime);
cameraObject.GetComponent(MouseLookScript).current TargetCameraAngle = zoomAngle;
if (Input.GetButton("Fire2")){
cameraObject.GetComponent(MouseLookScript).current AimRacio = aimRacio;
racioHipHold = Mathf.SmoothDamp(racioHipHold, 0, racioHipHoldV, hipToAimSpeed);}
if (Input.GetButton("Fire2") == false){
cameraObject.GetComponent(MouseLookScript).current AimRacio = 1;
racioHipHold = Mathf.SmoothDamp(racioHipHold, 1, racioHipHoldV, hipToAimSpeed);}
transform.position = cameraObject.transform.position + (Quaternion.Euler(0,targetYRotation,0) * Vector3(holdSide * racioHipHold, holdHeight * racioHipHold, 0) + Quaternion.Euler(targetXRotation, targetYRotation, 0) * Vector3(0,0,currentRecoilZPos));
targetXRotation = Mathf.SmoothDamp( targetXRotation, cameraObject.GetComponent(MouseLookScript).xRotation, targetXRotationV, rotateSpeed);
targetYRotation = Mathf.SmoothDamp( targetYRotation, cameraObject.GetComponent(MouseLookScript).yRotation, targetYRotationV, rotateSpeed);
transform.rotation = Quaternion.Euler(targetXRotation, targetYRotation, 0);
}
The new unity is so confusing sometimes! Please Help ASAP!
PS - When i remove @HideInInspector from all of the times it appears it still doesnt display in the inspector
