BallisticShooter MonoBehaviour
Overview
The BallisticShooter module spawns an BallisticProjectile.
Inspector

Properties
| Name | Type | Description |
|---|---|---|
| Start Active | Boolean | Should this module register as the active shooter immediately on start. |
| Activation Mode | Dropdown | How does module activation work. Options are: Component means the component will be enabled / disabled - use this when you have multiple modules on an object such as the firearm root. GameObject activates / deactivates the object - use this for attachments where you want the geo to appear/disappear. |
| Projectile Prefab | PooledObject | The projectile to spawn. |
| Muzzle Tip | Transform | The position and direction the projectile is spawned. |
| Muzzle Speed | Float | The speed of the projectile. |
| Layers | LayerMask | The physics collision layers the shot can hit. |
| Minimum Spread | Float | The minimum accuracy spread (in degrees) of the weapon when accuracy is at 1. |
| Maximum Spread | Float | The maximum accuracy spread (in degrees) of the weapon when accuracy is at 0. |
| Gravity | Float | The gravity for the projectile. |
| Use Camera Aim | Dropdown | When set to use camera aim, the gun first casts from the FirstPersonCamera's aim transform, and then from the muzzle tip to that point to get more accurate firing. Options are: HipFireOnly, HipAndAimDownSights, AimDownSightsOnly, Never. |