Geometric Vision Targeting System 3 (GVTS3) for Unity
The GVTS3 is an easy to use advanced component designed to make user interaction flawless by leveraging object and geometry-aware targeting capabilities. This system is particularly adept at enhancing targeting mechanisms in games that require high precision and awareness of the surrounding environment. Just add the targeting system component and call component.GetClosestTargetAsGameObject(false); to get the target fetched for the current frame.
Key Features:
Usage:
To utilize GVTS3 in your Unity project:
History:
In games, targeting systems are used on things like loot and enemy targeting/locking, aim assist, homing missiles, object snapping, turrets, click enhancers and even virtual reality headsets gaze detection. Depending on a genre, almost every good game has some kind of good targeting logic in it.
Disclaimer:
GVTS3 stands as a highly optimized, versatile targeting component for Unity, designed to cater to a broad range of game development scenarios. Its core strength lies in its generic design, making it adaptable to various game types and mechanics. However, for scenarios demanding the utmost performance, particularly in high-stakes, resource-intensive environments with thousands of targeting systems, I encourage the use of specialized, custom algorithms.
Resources:
Proof of quality. (last updated since ts2, ts3 WIP)
Online scripting api documentation.
Have questions?
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Or visit website.
It is required by Unity to inform if plugin uses some pre-existing technologies and the licenses they have. I specially pick packages that do no require any addittional commitments like the MIT a.k.a do whatever you want license.
-Asset uses some Unity starter assets like thirdperson controller and avatar in the demo scene under Unity Companion License. See Third-Party Notices.txt file in package for details.
-Asset uses some self modified code from UniRx under MIT License. See Third-Party Notices.txt file in package for details. These assets are included inside plugins sub-folders and do not require extra work.
-Asset uses some Unity ECS sample scripts and components in some of the example scenes under MIT. See Third-Party Notices.txt file in package for details.
-Asset UI use naughty attributes for Inspector UI under MIT license.