Should target using raycasts from the attached gameObject's transform.forward (with a height offset)
Targets are attained as GameObjects and filtered by LayerMask
A second component named TargetIndicator attached to the camera will link to the Targeting component. It also raycasts in the camera's (attached gameObject also) forward direction.
From these two components, a target location can be triangulated which an on-screen targeting reticle (just a dot) can follow on the client for visual feedback.
Where the Targeting raycast crosses the TargetIndicator's raycast is where the target will be in worldspace - this is not about selecting characters to show their health bars, that is something different and should live in the PlayerComponent which can manage its own stored targets
Should target using raycasts from the attached gameObject's transform.forward (with a height offset)
Targets are attained as GameObjects and filtered by LayerMask
A second component named TargetIndicator attached to the camera will link to the Targeting component. It also raycasts in the camera's (attached gameObject also) forward direction.
From these two components, a target location can be triangulated which an on-screen targeting reticle (just a dot) can follow on the client for visual feedback.
Where the Targeting raycast crosses the TargetIndicator's raycast is where the target will be in worldspace - this is not about selecting characters to show their health bars, that is something different and should live in the PlayerComponent which can manage its own stored targets