I’ll explain. I am making a 3d top down flying shooter game. The player is a spaceship flying at Z-700. The ground is at Z-0 so it’s quite a ways down. How can I shoot objects in the sky at 700 and on the ground at 0?
I tried tall collides but because of camera view, the collider close to the camera is nowhere near the target so the projectiles are hitting air and destroying targets and flying over targets without hitting them.
So I need to be able to tell when the projectile collides with the screen space that the actor is at.
Why don’t you just use a sphere overlap that encompasses the player ship and some “volume” around it including all the way to the ground. Then you can get overlapped actors and use vector math to determine the flight path of a projectile so that it will contact the target actors whether in air or on the ground.
That wouldn’t really be hard. I could spin the projectile spawners to face the target on the x axis whenever a ground target is picked up.
I could just add a second set of spawners that point at the ground probably less expensive. I might try that actually. I like the idea of painting impacts on the landscape. Would make some eye candy