In this episode of my third person shooter series, I am going to continue with the aim assist system. In last episode, we implemented a simple system to force the control to automatically aim towards the enemy closest to the reticle. Today, we will work on how to deal with situations when multiple enemies are there closer to the reticle. Let's figure out how to do the calculation to determine which enemy is more closer to the reticle in the 2D projection of the player's viewport.