Price history
Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.
Lowest recorded standalone price in this history: $5. The latest store price is $5, matching the lowest recorded price shown here.
View 1 recorded price
| Sale start / price check | Price | Observation |
|---|---|---|
| $5 | Latest store price |
About Ballistic Raycaster
- Theme > Military & Combat
- Art & Visuals > VFX
Ballistic Raycaster is a lightweight Unity toolkit for simulating and visualizing bullet flight. It casts a projectile along a gravity‑curved arc using fast, segment‑swept raycasts, returns precise impact data, and renders an animated tracer that “trails” behind the projectile. A ready‑to‑use DemoGun shows how to aim from the screen center, fire either ballistic or straight (hitscan) shots, and optionally pool tracers for zero‑GC visuals.
What it gives you
• Accurate ballistic hits: First impact, time‑to‑hit, and sampled path points under gravity.
• Visual feedback: Curved or straight tracers with trailing animation, impact clamping (no “through wall” look), and editor‑only trajectory preview.
• Easy integration: Single API call to raycast ballistics; plug‑and‑play DemoGun for rapid prototyping.
• Solid ergonomics: Ignores your own rig, supports trigger filtering/layer masks, and includes pooling for high fire‑rate effects.
• Flexible comparison: Toggle between true ballistics and straight hitscan to validate gameplay feel.
Where it helps
• Shooters needing believable bullet drop and clear hit confirmation.
• Gameplay prototyping where you can quickly switch between ballistic and hitscan behavior.
• VFX/tracer systems that must look correct from all angles without overdraw artifacts.
• Tools and debugging: visualize trajectories in the Scene view while tuning velocity, gravity, and time step.
Why use it
• Performance‑minded: Non‑alloc physics queries and optional pooling minimize runtime GC.
• Precise: Returns time‑of‑flight for timing damage, SFX, or network reconciliation.
• Production‑ready visuals: Trailing tracers with configurable width, duration, and end‑skin to avoid penetration artifacts.
Result: believable ballistics, clean tracers, and a concise API that lets you ship faster with fewer edge‑case visuals.
What it gives you
• Accurate ballistic hits: First impact, time‑to‑hit, and sampled path points under gravity.
• Visual feedback: Curved or straight tracers with trailing animation, impact clamping (no “through wall” look), and editor‑only trajectory preview.
• Easy integration: Single API call to raycast ballistics; plug‑and‑play DemoGun for rapid prototyping.
• Solid ergonomics: Ignores your own rig, supports trigger filtering/layer masks, and includes pooling for high fire‑rate effects.
• Flexible comparison: Toggle between true ballistics and straight hitscan to validate gameplay feel.
Where it helps
• Shooters needing believable bullet drop and clear hit confirmation.
• Gameplay prototyping where you can quickly switch between ballistic and hitscan behavior.
• VFX/tracer systems that must look correct from all angles without overdraw artifacts.
• Tools and debugging: visualize trajectories in the Scene view while tuning velocity, gravity, and time step.
Why use it
• Performance‑minded: Non‑alloc physics queries and optional pooling minimize runtime GC.
• Precise: Returns time‑of‑flight for timing damage, SFX, or network reconciliation.
• Production‑ready visuals: Trailing tracers with configurable width, duration, and end‑skin to avoid penetration artifacts.
Result: believable ballistics, clean tracers, and a concise API that lets you ship faster with fewer edge‑case visuals.