Bullet Ballistics enables you to simulate thousands of high speed projectiles in your game seamlessly. It also allows penetrating objects, and takes into account forces like gravity or air resistance.The core bullet ballistics functionality is independent of the render pipeline your project uses.The example scenes have been built using the built-in render pipeline.Bullet Ballistics combines the accuracy of hit-scan based systems, with the realistic bullet drop of rigidbody based projectiles, and additionally includes forces like air resistance in its ballistics simulation.🕹️ Online Demo 📖 Documentation 💬 Forum⚡ Built from the ground up with performance in mind, making full use of multithreading utilizing unity's Job system and Burst compiler!⚡ Minimal runtime allocations!🔧 Another main development goal was creating customizable interfaces to the core ballistics simulation, allowing for custom bullet rendering, material interactions, and impact handling.✨ Ballistics Simulation: Gravity, Drag, Wind, Bullet Spin✨ Material Interactions: object penetration, ricochets✨ Weapon Zeroing: counteract bullet drop✨ Trajectory Visualization🚀 All together, Bullet Ballistics empowers you to simulate hundreds to thousands of physically accurate projectiles in your games simultaneously without a hustle.🌟 Bullet Ballistics has received support and updates since 2016!Using Bullet Ballistics:- AB AETERNO- VR WAR LAB- feel free to send me your projects!Any further questions or suggestions?📧 mr3d.cs@gmail.comRequired Unity Packages:Mathematics (com.unity.mathematics)Burst (com.unity.burst)✨ Features:Ballistics SimulationGravity / Bullet DropAir ResistanceWindMagnus Effect (Bullet Spin)Weapon Zeroing + Reticle GenerationTrajectory VisualizationMaterial InteractionsObject PenetrationRicochetsHigh PerformanceMulti-ThreadingMinimal Runtime GC AllocationsBatched Projectile RenderingObject PoolingCustomizabilityBullet RenderingImpact HandlingMaterial InteractionsClear Custom InspectorsPhysical Unit Selection (metric/imperial)🔧 Technical Details:The ballistics simulation is completely independent of the visual projectiles in the game.This allows for a lot of customizability in the way the bullets are rendered: basic prefab instances, GPU instancing, custom renderer? Your choice!This also makes Bullet Ballistics inherently independent of the Rendering Pipeline you target.Internally, Bullet Ballistics uses a numerical approximation to simulate the ballistic trajectory.For collision detection, a raycast is fired between the last two simulated positions of a given projectile.All ballistics processing is automatically batched using unity's RaycastCommand API and job system for optimal performance.Required Unity Packages:Mathematics (com.unity.mathematics)Burst (com.unity.burst)🚧 Limitations:Bullet Ballistics does (currently) not support ballistic effects like coriolis force, or magnus effect, as they only affect very long range projectiles, and are usually negligible for normal game scenarios.Feel free to contact me with any feature requests!