[SOLVED] How to set correctly the crosshair on the screen?


#1

Hi, everybody!

I am developing a third person shooter. I have a player with a weapon. The weapon at the end of the barrel has a point, that makes ray casting forward at a given length. Also in the project there is a 2D screen on which a picture of the crosshair is installed. I tried to set the crosshair on the screen using the .worldToScreen() method, but I did not succeed. Crosshair is installed in the wrong place. Tell me, please, how to correctly make the installation of a crosshair on the screen, based on the device screen size and coordinates of the end of the ray, which ray cast provides?


#2

I managed to set the crosshair on the screen, but I had another question. I set the crosshair on the screen based on the coordinates of the entity point for which ray cast was successfully executed. But what length a ray should be used when ray cast not performed? Should I be guided by the size of the game world?


#3

As short as possible. The longer it is, the, more expensive it becomes to run as it potential more physics objects to sort through and test against.


#4

Thanks for the reply. :slightly_smiling_face: