VariaBULLET2D is a complete 2D projectile management system for Unity. It's extremely flexible, intuitive and simple to use whether when visually constructing emitter patterns in the editor or when extending the code from any of the 20+ core shot behaviors to create your own unique shot types. The system is easily integrated with existing projects or you can use any of the 40+ included scenes as a foundation for a new one, complete with character controllers, collision management scripts for dealing damage, destroying objects and instantiating explosions and a lot more.

All game types and orientations are supported: vertical, horizontal, omni-directional, bullethell, sidescrolling, top-down, puzzle, physics, non-physics... basically any 2D style game that requires projectiles! The system is precisely the same whether constructing relatively simple player, enemy or weapon shot patterns or wild & complex clusters which fill the screen. Since the underlying behaviors are completely written in Unity, there is no added overhead and with the added efficiency of optional object pooling you can get thousands of concurrent bullets without sacrificing FPS.

You can download VariaBULLET2D from over at the Unity Asset Store. Once you've downloaded it, head over to the documentation section for extensive guides that get you quickly up to speed with everything the system offers.

The guides are split up into the following sections: Quick Start Guide (step-by-step tutorial on setting things up quickly), In Depth Controller Guide (everything about controllers, which handle emitter positions), In Depth Shot Guide (all about dealing with shots and their settings), System Guide (covers all of the integral and peripheral features that manage shots, explosions and global behaviors) and scripting guide (an overview on the most important classes, methods and ways in which they are extended in order to produce and manage shots).

Compatible with all recent versions of Unity, from 2017.1.5 and up!

HIGHLIGHTED FEATURES

Set Emitters Visually In Editor
Over 400 Sprite & Audio Assets
Collision & Explosion System
Nest & Automate Emitter Groups
1000's of Bullets at 60FPS
In-Game Preset Switching
Simple Shot Animation & Rotations
Over 20 Different Shot Types

ADDITIONAL FEATURES

  • Slowdown & CPU Throttle Emulation
  • Simple & Efficient Object Pooling
  • Custom Firing Point Indicators
  • Physics & Non-physics Shots
  • Extensible Shot Behavior System
  • Omnidirectional for Any Game Type
  • Over 40 Demo Projects & Scenes
  • Shot Rate, Pause & AutoHold Settings
  • Timer & Emitter-Death Event System
  • Stepped & Linear Emitter Automation
  • Simple Audio Event System
  • Fast Emitter Cloning Workflow
  • Shot Sprite & Color Overrides
  • Shot Parenting/Release Events
  • Extensive Documentation
  • Compatible with Unity 2017 & Up!

INCLUDED PROJECTS

Run n' Gun
Physics Destruction
Vertical Shooter
Horizontal Shooter
Puzzle Shooter
Inertial Omni-Shooter
Bullets With Emitters
20+ BulletHell Presets

...And a Bunch More!

Easily Create Custom Shots

Using Inheritance & Built-In Events

Exploding Bullets

Bullets To Collectables

INCLUDED SHOT TYPES

  • Linear Non-Physics
  • Linear Physics
  • Accelerating Linear
  • Accelerating Exponential
  • Gravitational Arc
  • Homing
  • Homing Inertial
  • Speed Wave
  • Boomerang
  • Burst Physics
  • Re-Angled
  • Bouncing
  • Laser Beam
  • Laser Packet
  • Bullet With Emitters
  • And More!

LEARN GAME CODING with C# + UNITY

ABOUT NEON DAGGER

NEON DAGGER is an independent creative developing art and entertainment with video games at its center. Through a singular musical, conceptual, programmatic and graphic vision NEON DAGGER aims to develop content that carves new territory while focusing on the very foundations of gaming: minimalist storytelling, unguided exploration, participatory imagination and rewarding challenge. The end result encompasses published games along with development tools & materials for others to launch their own creative work. Your support makes this possible!

NEON DAGGER is @steven_nikolic