> For the complete documentation index, see [llms.txt](https://unfinishedstudios1.gitbook.io/fp-motion/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://unfinishedstudios1.gitbook.io/fp-motion/components/motion-effects/shooting.md).

# Shooting

> Shooting is the action or practice of shooting with a gun.

## Description

We designed the *Shooting* effect to add recoil procedurally to the player's guns when shooting, doing the work that a shooting animation would usually have to do. This component makes the guns move back and rotate up to **simulate a gun firing**.

## How does it work?

This component works by using [Events ](/fp-motion/components/events.md)to know when the player is firing, and whenever the player fires, it adds a position and a rotation force.

It then takes these forces and multiplies them by the corresponding [State Data](/fp-motion/data/state-data.md) multipliers before finally passing the result to the [Handle ](/fp-motion/components/untitled.md)to apply them.

## Tweaking the effect

When changing what this effect looks like there are two variables that you can adjust, those being the `position` and the `rotation`; These two fields are of Vector3 type, and decide the direction in which the forces get applied, and the amount of it that gets applied.

We included [Spring Data](/fp-motion/data/spring-data.md) that affects the position and the rotation of this effect as a field to customize to your liking, and with its help the effect can look a lot of different ways.

As with any other effect, you can find a multiplier for it in the [State Data](/fp-motion/data/state-data.md) for the player’s current state, as always we multiply the forces in this component by the multipliers in the *State Data* before applying anything.
