Last time I did this I used a collision query to find the next object in the reticle path, move the quad to be in front of that point then scaled it by distance.
To fix clipping you can set a material flag that disables depth checking.
Last time I did this I used a collision query to find the next object in the reticle path, move the quad to be in front of that point then scaled it by distance.
To fix clipping you can set a material flag that disables depth checking.