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A forum post by cgCody

Another issue to consider may arise from using the hit test logic on an actual bullet, depending on how fast it's moving.

Animation is granular. That is to say, it steps forward with each frame. So if the bullet is moving really fast, on one frame the bullet might be right in front of the enemy, and on the next frame, right behind.

This issue could be an edge case, but a more bullet proof approach (heehee) would be to use a laser scope on the gun to test for a hit, rather than the actual bullet, which would likely circumvent your current issue all together. This is a fairly standard method used in shooter games. :)

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