This simple demo scene includes a bow of my own and the bow from Valve's game 'The Lab'.

I've released a build mid/late 2016 to show off my bow mechanics and din't actually plan to release another build until I had a playable experience.

However, with my apprenticeship going on I can't develop all day everyday so it will take pretty long to get this thing going.

For this reason I've decided to update the build every now and then when there is a major new thing.

This build in particular was uploaded because the bow mechanics have changed so much and are at a good point in my opinion.

If you have any feedback, ideas or question please send a private message at /u/degrees97 on reddit or post something in this itch.io.

Last paragraph goes out to all the Unity developers, I've been refining and tweaking these bow mechanics for months and I personally feel that they feel extremely good and smooth. I do not want to keep this experience to myself and I'll be happy to help out and advise any developer who needs some help or inspiration.

Tips:

Don't walk off the edge, I did not place colliders in this build and you will not be teleported back up. You'll have to restart the scene.





There's literally nothing to do besides walking, picking up the bow, shooting arrows and watching them despawn. Don't set your expectations too high.

Known Bugs:

You can often spawn arrows without reaching behind your back due to a collision issue with the 'Quiver Volume'

When an arrow ricochets and the normal is not equal to the upwards vector, the arrow will not ricochet but keep its velocity

Arrows can sometimes clip through the ground due to wrong values in my raycast hit detection

The controller turn black sometimes, no idea why this happens, guess I'll have to make black the default color :P

When pressing the right touchpad during decelerating you will get a short speed boost



