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Question by lsugzdinis · Dec 19, 2020 at 05:12 PM · 3dgunaim

How to move gun from middle of screen to right of screen?

So i'm making an FPS where time slows down when you aim. There's an aim counter that automatically un-aims the gun when you've been aiming too long. For this, I'm moving the gun from the center of the screen (when you aim) to the right of the screen (when you're not aiming). I don't want to move the gun to a specific position, because it should follow the camera. I've been using transform.Translate, but it's not working. i'm fairly new to unity, so any help would be appreciated.

this is the code:

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

public class PlayerShoot : MonoBehaviour { public GameObject bulletPrefab; public Transform gunTip;

 public float speed = 8f;
 public bool inRange = false;

 public Camera camera;
 public GameObject gun;

 public float maxAim = 3f;
 public float currentAim;
 public float aimWait;
 public bool gunAiming;
 public bool gunRight;
 public bool gunMoved;

 // Start is called before the first frame update
 void Start()
 {
     currentAim = maxAim;
     gunAiming = false;

     aimWait = 1f;

     gunMoved = false;
 }

 // Update is called once per frame
 void Update()
 {
     if(Input.GetKeyDown(KeyCode.Mouse0))
     {
         GameObject bulletObject = Instantiate(bulletPrefab);
         bulletObject.transform.position = gunTip.transform.position;
         bulletObject.transform.forward = gunTip.transform.forward * speed;
     }

     if(currentAim <= 0)
     {
         gunRight = true;
         gunMoved = true;
     }
     else
     {
         gunRight = false;
         gunMoved = false;
     }

     if(Input.GetKeyDown(KeyCode.Mouse1))
     {
         gun.transform.Translate(Vector3.right);
         gunAiming = true;
     }

     if (Input.GetKeyUp(KeyCode.Mouse1))
     {
         gun.transform.Translate(Vector3.left);
         gunAiming = false;
     }


     // StartCoroutine(Aim());
     Aim();

     if (Input.GetKey(KeyCode.Mouse1))
     {
         //  Aim();
         gunAiming = true;
     }
     else
     {
         //  NoAim();
         gunAiming = false;
     }
 }

 void Aim()
 {
     if (gunAiming)
     {
         //    gun.transform.Translate(Vector3.right);
         if(!gunRight)
         {
         //    gun.transform.Translate(Vector3.left);
             Time.timeScale = 0.1f;
             camera.fieldOfView = 45;
             currentAim -= Time.deltaTime * 10;
         }
         if(gunRight)
         {
             if(gunMoved)
             {
                 gun.transform.Translate(Vector3.left);
                 gunMoved = false;
             }
             
             if(!gunMoved)
             {
                 Time.timeScale = 1f;
                 camera.fieldOfView = 60;
             }

             

           //  yield return new WaitForSecondsRealtime(0.02f);

        //     gunRight = false;
         }
     }

     if (!gunAiming)
     {
         Time.timeScale = 1f;
         camera.fieldOfView = 60;

         if (currentAim < maxAim)
         {
             currentAim += Time.deltaTime / 2;
         }
     }
 }

}

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Answer by Pokedlg3 · Dec 19, 2020 at 05:27 PM

Just turn the weapon into a child object of the camera. In the hierarchy, take your weapon and drag it to your camera, so that you will turn the weapon into a child object of the camera and it will move according to a camera.

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avatar image lsugzdinis · Dec 19, 2020 at 06:56 PM 0
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I already did that, I want to move it from the middle of the camera to the right of the camera when I stop ai$$anonymous$$g.

avatar image Pokedlg3 lsugzdinis · Dec 19, 2020 at 08:05 PM 0
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Well, I analyzed your script and try to add this:

  if (gunAi$$anonymous$$g == false)
  {
       gun.transform.position = Vector3.Lerp(gun.transform.position, Vector3.right,                     Time.deltaTime);
  }
avatar image lsugzdinis Pokedlg3 · Dec 19, 2020 at 09:02 PM 0
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now the gun moves away from the player

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