I am building a 3d topdown shooter. The player controls the avatar with the keyboard and the reticule with the mouse.
I found a simple way to implement the reticule based on this article: https://gamedevbeginner.com/how-to-convert-the-mouse-position-to-world-space-in-unity-2d-3d/
I defined an object which represents the reticule and attached this script:
public class Reticule : MonoBehaviour
{
Camera mainCamera;
Plane plane;
float distance;
Ray ray;
// Start is called before the first frame update
void Start()
{
mainCamera = Camera.main;
plane = new Plane(Vector3.up, 0);
// This would be turned off in the game. I set to on here, to allow me to see the cursor
Cursor.visible = true;
}
// Update is called once per frame
void Update()
{
ray = mainCamera.ScreenPointToRay(Input.mousePosition);
if (plane.Raycast(ray, out distance))
{
transform.position = ray.GetPoint(distance);
}
}
}
This works, but the issue is that the reticule is lagging behind the mouse cursor, and catches up when I stop moving the mouse. Is this because this method is just slow. Is there another simple way to achieve the same result?