Unity Shooting Games
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Our player ship is facing a terrifying Poulpi, but cannot do anything Let’s grant him a weapon and some ammo! This will involve a bit more of scripting, but be confident. It’s worth it. Projectile First, before allowing the player to shoot, we need to define a game object that represents the projectiles he will use. Here is the sprite: (Right click to save the image) The projectile is an object that we will use a lot: There is going to be a few instances on the screen when the player will be shooting. What should we use in this case?
A Prefab of course! Preparing the Prefab You should be used to the procedure now: • Import the image. • Create a new Sprite in the scene.
• Set the image on the sprite. • Set the “Sprite Layer” to “Bullets”. • Add a “Rigidbody 2D” with 0 “Gravity Scale” and “Fixed Angles”. • Add a “Box Collider 2D”. Set the scale to (0.5, 0.5, 1) so it will look good.
However, this time, we need to set a new parameter in the “Inspector”: • In the “Box Collider 2D”, check the “Is Trigger” property. A trigger collider raises an event when colliding but is not used by the physics simulation. It means that a shot will pass through an object on touching — there won’t be any “real” interaction at all. Yet, the other collider is going to have its “OnTriggerEnter2D” event raised. Tada, you have a shot! Time to script the behavior.
Iphoto 11 Dmg. Create a new script called “ShotScript”. Attention: it’s better to work on the Prefab directly. By doing so, every instantiated enemy in the scene is going to be modified to reflect the Prefab. It is particularly important here because we will have a lot of enemies in the scene.