sniper piercing shot

i am trying to make a sniper rifle that shoot piercing bullet. by piercing bullet i mean that the bullet will pass through x number of enemies before stopping. i already made most of the gun script but now i am stuck at making piercing bullet.so my question is how can i make a piercing bullet?

i am currently using a raycast to shoot so my best guest is using layers but im not sure how.

Hi,
Ther are two ways of doing that

  1. You could use RaycastAll to check for hits against all colliders but th order to array returned is not guarenteed

Eg Lets say you fire a weapon using RaycastAll it is going to cast a ray agains all colldiers.Consider a enemy behind a wall.The ray is first going to hit the wall then the enemy . BUT the array returned may not be the same that is it may say it first hit the enemy and then the wall

her si an example script

void Shoot()
{
RaycastHit[] hits;

 hits = Physics.RaycastAll (transform.position, transform.forward, 100.0f);

for(RaycastHit hit in hits )
{
 if(hit.transform.CompareTag("Enemy"))
 {
  //Add damage
 }
}

}

2. Other way around is much more complex you could create an empty GameObject which keeps on casting a ray in forward direction to it.(The GameObject should not have a colldier attached to it).And you could send the gameObject in the direction which you fire

3.
Or you could check for collision using a single Raycast and then cast another ray from that hit position

This is what I used to ensure I could hit all the targets between my source and the nearest blocking surface.

        float maxPierceDistance = 100f;
        Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition);
        RaycastHit blockHit;
        if(Physics.Raycast(ray, out blockHit, maxPierceDistance, LayerMask.GetMask("Cover")))
        {
            maxPierceDistance = blockHit.distance;
        }
        RaycastHit[] hit = Physics.RaycastAll(ray, maxPierceDistance, LayerMask.GetMask("Enemy"));