RicochetHitscanAmmoEffect MonoBehaviour
Overview
The RicochetHitscanAmmoEffect module allows projectiles to bounce off surfaces based on the impact angle and the distance travelled. If you are using a projectile shooter, then there is a separate RicochetProjectileAmmoEffect that should be used instead of this.
This ammo effect is also used alongside another effect to apply damage and visual elements.
Inspector

Properties
| Name | Type | Description |
|---|---|---|
| Damage Type | DamageType | The type of damage the weapon should do with this ammo. |
| Initial Hit Effect | BaseAmmoEffect | The effect of the ammo when it first hits. |
| Second Hit Effect | BaseAmmoEffect | The effect of the ammo after it has penetrated something. |
| Max Distance | Float | The maximum distance that the weapon will register a hit (includes the distance travelled up to the penetration). |
| Layers | LayerMask | The layers bullets will collide with. |
| Normal Vs Deflection | Float | A blending value based on ricocheting directly along the hit normal (0) vs the reflection of the inbound ray (1). |
| Max Scatter Angle | Float | Randomises the deflected bullet direction within this cone angle. |
| Split Count | Integer | The number of shots to split the ricochet into (1 is no split). |
| Tracer Prototype | [PooledObject][4] | The optional pooled tracer prototype to use (must implement the IPooledHitscanTrail interface) |
| Tracer Size | Float | How size (thickness/radius) of the tracer line. |
| Tracer Duration | Float | How long the tracer line will last. |