Targeting System 3 Extensions

Easy to use TS3 helps you create better interactions by enhancing features to be more reliable and easier to use. Also the provided features can help you create games faster and better than before.


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Geometric Vision Targeting System 3 (GVTS3) for Unity

The GVTS3 is an easy to use advanced component designed to make user interaction flawless by leveraging object and geometry-aware targeting capabilities. This system is particularly adept at enhancing targeting mechanisms in games that require high precision and awareness of the surrounding environment. Just add the targeting system component and call component.GetClosestTargetAsGameObject(false); to get the target fetched for the current frame.

The extension package contains all the gameobject based targeting features.

Entity examples and support included with the full package sold separately.

Key Features:

  1. Object and Geometry Awareness: GVTS3 intelligently recognizes and differentiates between various in-game objects and geometries. This enables precise targeting based on the shape and spatial characteristics of the targets.
  2. Customizable Parameters: The system offers a range of customizable parameters. Developers can fine-tune these settings to tailor the targeting behavior according to the specific needs of their game. This includes adjusting sensitivity, target acquisition range, and prioritization criteria.
  3. Seamless Integration with Unity Game Objects: GVTS3 can be easily added to any Unity game object. Once attached, it works in harmony with Unity's existing components and physics system, providing enhanced targeting functionality without disrupting the core game mechanics.
  4. Real-Time Targeting Data: The system provides real-time data on potential targets within its range. This data includes target coordinates, distance, and other relevant metrics, allowing for dynamic decision-making and actions in-game.
  5. Optimized for Performance: Designed with efficiency in mind, GVTS3 operates smoothly, ensuring minimal impact on game performance. Its compatibility with ECS and Burst compilation in Unity further enhances its performance, making it suitable for games demanding high frame rates and responsiveness.
  6. Works with 2D sprites: Example scene is provided with detailed explanations how to set up sprite into geometry mode and how to easily get the target point from geometry.


To utilize GVTS3 in your Unity project:

  1. Add the GVTS3 Component: Drag and drop the GVTS3 component onto your desired game object in the Unity Editor.
  2. Configure Parameters: Adjust the component's settings in the Inspector window to match your targeting requirements.
  3. Receive Targeting Data: The system will start providing targeting data based on the configured parameters, which can be accessed through your game scripts to implement responsive and dynamic targeting behaviors.


In games, targeting systems are used on things like loot and enemy targeting/locking, aim assist, homing missiles, object snapping, turrets, click enhancers and even virtual reality headsets gaze detection. Depending on a genre, almost every good game has some kind of good targeting logic in it.


GVTS3 stands as a highly optimized, versatile targeting component for Unity, designed to cater to a broad range of game development scenarios. Its core strength lies in its generic design, making it adaptable to various game types and mechanics. However, for scenarios demanding the utmost performance, particularly in high-stakes, resource-intensive environments with thousands of targeting systems, I encourage the use of specialized, custom algorithms.


Try online examples (webgl).

Proof of quality. (last updated since ts2, ts3 WIP)

Online scripting api documentation.

Have questions?

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Or visit website.

It is required by Unity to inform if plugin uses some pre-existing technologies and the licenses they have. I specially pick packages that do no require any addittional commitments like the MIT a.k.a do whatever you want license.

-Asset uses some Unity starter assets like thirdperson controller and avatar in the demo scene under Unity Companion License. See Third-Party Notices.txt file in package for details.

-Asset uses some self modified code from UniRx under MIT License. See Third-Party Notices.txt file in package for details. These assets are included inside plugins sub-folders and do not require extra work.

-Asset uses some Unity ECS sample scripts and components in some of the example scenes under MIT. See Third-Party Notices.txt file in package for details.

-Asset UI use naughty attributes for Inspector UI under MIT license.