StandardShellEject MonoBehaviour
Overview
The StandardShellEject behaviour launches a pooled bullet casing object away from the specified transform.
Inspector

Properties
| Name | Type | Description |
|---|---|---|
| Start Active | Boolean | Should this module register as the active ejector 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. |
| Shell Eject Proxy | Transform | A proxy transform where ejected shells will be spawned. |
| Shell Prefab | PooledObject | The shell prefab object to spawn. |
| Delay Type | Dropdown | The delay type between firing and ejecting a shell. Options are None, Elapsed Time, External Trigger. |
| Delay* | Float | The delay time between firing and ejecting a shell. |
| Out Speed | Float | The ejected shell speed directly out from the ejector. |
| Back Speed | Float | The ejected shell speed back over the wielder's shoulder. |
| Inherit Velocity | Float | How much of the character's velocity should be added to the ejected shells. |
| Angular Velocity A | Vector3 | The minimum angular velocity on each axis (will be picked at random between this an B). |
| Angular Velocity B | Vector3 | The maximum angular velocity on each axis (will be picked at random between this an A). |
| Shell Scale | Float | The scale to be applied to the rigidbody shell casings (particles are controlled in the particle system). |
| Direction Spread | Float | The maximum angle variation from the out direction that the shell will be ejected (prevents empty shells landing in the same place). |