FAQ
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I assigned a target, why is the turret still not firing?
The turret will only fire when all of the following conditions are met:
- The defined target is within the turret's shooting range.
- Intercepting the target is mathematically possible (does not apply when using the "Line of Sight" method).
E.g., if the target is moving away from the turret, the projectiles need to be faster than the target. - The turret needs to be able to aim at the target. Ensure that the turret's maximum turn rate is high enough to follow its target. Limiting the barrel pitch can also prevent the turret from aiming at its target. Consider increasing the "Fire Degree Limit" to allow the turret to shoot even when not perfectly aligned with its target.
Why is the turret missing my target?
There can be multiple reasons for this:
- You are using the "Line of Sight" method. This interception method does not predict moving targets.
- The "Degree Fire Limit" is set too high, allowing the turret to shoot before being accurately aligned with the target.
- The "Turret Inaccuracy" value is set to anything other than 0. This setting introduces random inaccuracy.
Do the interceptions algorithms require a lot of processing power?
Generally speaking - no. The algorithm does require the turret to perform calculations on tick, but modern CPUs can easily handle this.
In my tests, I had to add 120+ active turrets (with a target in range) to the scene before I noticing any performance drops caused by the math algorithm.
Instead, turrets with a high fire rate spawning hundreds of projectiles are much more likely to have a hit on the frame-rate.
It should be noted that the prediction algorithms do only run when a target is within the turret's range.