Where can i find an easy raycast shooting tutorial for C#?

Hey all, i know this question has popped up a lot but is there a good tutorial for how to make a raycast shooting script in C#? not javascript, all the good guides i found were for java. If there is actually no such thing as raycast shooting for C#, are there any other ways asside from the prefab bulletspawn method?

also on another note, if anybody has done animation in blender could you take a look at This Question
I asked it yesterday and no answers.

Brackys has a shooting tutorial

You should also check out
-unity cookie
http://cgcookie.com/unity/

-bergzerg arcade

for more unity tutorials for different things

using UnityEngine;
using System.Collections;

public class RaycastShooting : MonoBehaviour {


Transform Effect;
float TheDammage = 100;
object particleClone;
RaycastHit hit;

void Update (){
	
	
	Vector3 fwd = transform.TransformDirection(Vector3.forward); //the direction the player is facing
	
	if (Input.GetMouseButtonDown(0)) //if the left mouse button is pressed do ....
	{

			if (Physics.Raycast(transform.position, fwd, 10)) //if a game object is in front of player but within 10 units of it trigger a hit
			{

			//particleClone = Instantiate(Effect, hit.point, Quaternion.LookRotation(hit.normal));
			//Destroy(particleClone.gameObject, 2);
			hit.transform.SendMessage("ApplyDammage", TheDammage, SendMessageOptions.DontRequireReceiver); //Call the method Apply Damage in the gameobject that is hit
			}
	}
	
}
}

sorry about that I downloaded and converted the script to c# but because i didn’t watch the video myself i have no idea what particleclone.gameobject is referring to so i commented that part out otherwise this should at least help you get started!

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

//using UnityEditor.Animations;

[RequireComponent(typeof(AudioSource))]
public class raycastShooting : MonoBehaviour
{
public LayerMask layerMask;
public float range = 1000;
public float force = 500;
public GameObject Blood;
public GameObject untagged;
private float triggerTime = 0.05f;
public GameObject mainCamera;
public int damage = 50;
public Animation Anim;
public bool firing = true;
public Text bullets;
public int bulletshit = 30;
public AudioSource au;
int gung;

// Use this for initialization
void Start()
{
    bullets.text = " Bullet =" + bulletshit.ToString();
    Anim = GetComponent<Animation>();
}

// Update is called once per frame
public void Update1()
{
    if (firing)
    {
        if (bulletshit > 0)
        {

            Vector3 direction = mainCamera.transform.TransformDirection(new Vector3(Random.Range(-0.05f, 0.05f) * triggerTime / 3, Random.Range(-0.05f, 0.05f) * triggerTime / 3, 1));
            RaycastHit hit;
            Vector3 position = transform.parent.position;

            if (Physics.Raycast(position, direction, out hit, range, layerMask.value))
            {
                Anim.Play("Fire");
                au.Play();
                Vector3 contact = hit.point;
                Quaternion rotation = Quaternion.FromToRotation(Vector3.up, hit.normal);

                if (hit.rigidbody)
                {

                    hit.rigidbody.AddForceAtPosition(force * direction, hit.point);
                }

                if (hit.transform.tag == "Untagged")
                {

                    GameObject default1 = Instantiate(untagged, contact, rotation) as GameObject;
                    hit.collider.SendMessageUpwards("ApplyDamage", damage, SendMessageOptions.DontRequireReceiver);
                    default1.transform.parent = hit.transform;
                }

                if (hit.transform.tag == "Enemy")
                {

                    hit.collider.SendMessageUpwards("ApplyDamage", damage, SendMessageOptions.DontRequireReceiver);

                    Instantiate(Blood, contact, rotation);
                    if (Physics.Raycast(position, direction, out hit, range, layerMask.value))
                    {
                        if (hit.rigidbody)
                        {
                            hit.rigidbody.AddForceAtPosition(force * direction, hit.point);
                        }
                    }
                }
            }
            bullets.text = " Bullet =" + bulletshit.ToString();
            bulletshit--;
            
        }

        if (bulletshit == 0)
        {
            firing = false;
        }
    }

}

public void gun()
{
    print("h");
    bulletshit = 30;
    firing = true;
    Anim.Play("Reload",PlayMode.StopAll);
}

}