void Start()
Animator anim = enemy.GetComponent<Animator>(); if (anim != null) Transform head = anim.GetBoneTransform(HumanBodyBones.Head); if (head != null) return head.position; // Fallback: add an offset return enemy.transform.position + Vector3.up * 1.7f; unity aimbot
Vector3 GetHeadPosition(GameObject enemy) void Start() Animator anim = enemy
Vector3 targetPoint = aimAtHead ? GetHeadPosition(enemy) : enemy.transform.position; Vector3 direction = targetPoint - playerCamera.transform.position; Quaternion targetRotation = Quaternion.LookRotation(direction); void Start() Animator anim = enemy.GetComponent<
GameObject GetClosestEnemy()
if (Input.GetKey(aimKey)) GameObject target = GetClosestEnemy(); if (target != null) AimAt(target);
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