Does UFPS 2 Support Bullet Penetration?

The link appears to not work. Could you go more in depth on how to achive bullet penetration whether its raycast or prefab?
 
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In the WIP channel May 27 I posted the video.

Subclass Projectile and override SingleCast. Reverse raycast on the collider to get the exits. A bit of math to deal with projectile size.
 
Maybe devomage would be willing to share his implementation, but in the meantime I'll be happy to try and help with any questions you have about how to go about implementing what he described.
 
To begin with, you'll probably need to subclass Destructible to ensure that the projectile doesn't get destroyed or stopped on impact. Take a look at Destructible.OnCollision. For example, at the end of this method it schedules the Destruct method to be called - you'd want your subclass to override this.

As this is not something that UCC does out-of-the-box, you'll need to do some poking around and overriding various methods within Projectile and Destructible, but those should be good places to start.
 
Take a look at the Rocket prefab in the demo scene as an example. You'll see it has the Projectile component, which inherits from the Destructible class (which you can find by searching in the project view) and overrides the OnCollision method.
 
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