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Question by HolBol · Nov 30, 2020 at 02:27 AM · raycastaxisraycasthitspread

Bullet Spread axis compression

Hi there! I'm trying to implement some random bullet spread (for a shotgun effect). I've noticed both my implementations have the same unexpected issue. When firing along the world z axis, the spread appears as expected, as below: Normal Spread

However, when firing along the x axis, the x axis spread of the shotgun appears to compress towards 0, like below. Weird Spread

This is the method I'm currently using, where I'm implementing the spread value per "pellet" cast.

 void FireScatter(){
         
         //one round should give multi pellets
         roundsInMagazine--;
         nextFire = Time.time + rateOfFire;
         
         float rad = 0.0f;
         float spreadX = 0.0f;
         float spreadY = 0.0f;
         //fire a ray for every pellet, with each one getting random spread
         for (int i = 0; i<numShotPellets; i++) {
             
             rad = Random.Range(0.0f, 360.0f) * Mathf.Rad2Deg;
             spreadX = Random.Range(0.0f, spreadFactorX / 2.0f)* Mathf.Cos(rad);
             spreadY = Random.Range(0.0f, spreadFactorY / 2.0f)* Mathf.Sin(rad);
             Vector3 deviation = new Vector3(spreadX, spreadY, 0.0f);
             
             Vector3 direction = cam.transform.forward;
             
             Ray ray = new Ray(cam.transform.position, direction + deviation );
             
             RaycastHit hit;
             if (Physics.Raycast(ray, out hit, range, mask)){
                 if (hitEffect)
                 {
                     Instantiate(hitEffect, hit.point, Quaternion.FromToRotation(Vector3.up, hit.normal));
                 }
                 else
                 {
                     Debug.Log("No hit effect assigned");
                 }
             }
         }
     }


Could someone point out to me what the error is in the logic here that causes this issue? Just having a little trouble with it myself. Thank you in advance!

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