{"schemaVersion":1,"record":{"key":"mechanic/shooting-projectiles--t022","type":"mechanic","id":"shooting-projectiles--t022","lang":"en","title":"Third-person shooters and cover","summary":"A camera behind the character exposes surrounding space, while cover changes firing angles and movement options.","updatedAt":"2026-10-22","status":"active","url":"https://gamemechanics.pro/en/knowledge/mechanic/shooting-projectiles--t022/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/shooting-projectiles--t022.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/shooting-projectiles--t022.md","aliases":["Third-person shooting and cover"],"tags":["Shooting and projectiles","Mechanics and variants"],"sourceIds":["source-8a492c292e237e0e","source-0fa300d02004d748"],"sources":[{"id":"source-8a492c292e237e0e","title":"Godot: Ray-casting","url":"https://docs.godotengine.org/en/stable/tutorials/physics/ray-casting.html","verifiedAt":null},{"id":"source-0fa300d02004d748","title":"Tom Clancy’s The Division® 2","url":"https://store.steampowered.com/app/2221490/","verifiedAt":null}],"sections":[{"id":"principle","title":"How it works","body":"A camera behind the character exposes surrounding space, while cover changes firing angles and movement options."},{"id":"variants","title":"Variants","body":"### Mechanic variants\n\n<a id=\"t022-variants\"></a>\n\n- Cover snapping: the character occupies a cover edge. <a id=\"t022-v1\"></a>\n- Peeking: firing temporarily exposes the body. <a id=\"t022-v2\"></a>\n- Shoulder swapping: the camera changes the visible angle. <a id=\"t022-v3\"></a>\n- Destruction: repeated hits remove cover protection. <a id=\"t022-v4\"></a>"},{"id":"example","title":"Design example","body":"A flanking route forces the player to leave cover while a partner suppresses the opponent.\n\nPrototype check: Test both sides of an obstacle: seeing a target must not permit firing through geometry blocking the muzzle."},{"id":"context","title":"Context and limits","body":"Shooting connects position selection to the moment of firing. Distinguish view direction, weapon direction and the actual hit query: the camera may see a target while a wall blocks the muzzle. Traveling projectiles need readable trajectories and flight time; immediate hits need clear feedback and a consistent reticle. These overviews propose original rules and hypothetical scenarios. Godot's documentation explains ray intersection queries, not network lag compensation or a universal weapon model."}],"relations":[],"placements":[{"catalogId":"shooting-projectiles","id":"t022","title":"Shooting and projectiles","url":"https://gamemechanics.pro/en/mechanics/shooting-projectiles/#t022","categoryIds":["mechanics"]}],"supersededBy":[],"attributes":{"preview":{"updatedAt":"2026-10-22","title":"Third-person shooting and cover","description":"A camera behind the character exposes surrounding space, while cover changes firing angles and movement options.","image":{"src":"images/mechanics/priority-the-division2-09.webp","width":1440,"height":810,"game":"Tom Clancy’s The Division® 2","sourceUrl":"https://store.steampowered.com/app/2221490/","originalUrl":"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/2221490/e09d80f7831b7dcacd4a3b2334d9ca6589ef25ca/ss_e09d80f7831b7dcacd4a3b2334d9ca6589ef25ca.1920x1080.jpg?t=1791884938","credit":"Ubisoft","rights":"Game imagery © its respective rights holders. Publisher-distributed Steam screenshot; all rights reserved. Excluded from MIT and CC BY 4.0.","caption":"An agent uses a van as cover","alt":"An agent uses a van as cover","markers":[{"x":35,"y":70,"label":"Character at the cover edge"},{"x":26,"y":42,"label":"The van blocks some firing directions"}]},"tips":["Check firing lines and cover exits separately from camera position."],"examples":[{"title":"Tom Clancy’s The Division® 2","url":"https://store.steampowered.com/app/2221490/"}]}},"endsAt":null,"provenance":"Original bilingual editorial overviews authored for gamemechanics.pro on 2026-10-20 and reviewed on 2026-10-21. Scenarios are hypothetical design examples; prototype checks describe work to perform, not completed playtests. Primary sources support the stated techniques and implementation context, not every proposed variant.","license":"CC-BY-4.0","codeLicense":"MIT","attribution":"gamemechanics.pro contributors","catalogKey":"catalog/shooting-projectiles"}}