Bullet Patterns

Hello Im creating a 2d bullet hell game from the top down view in unity and Im having a bit of a problem I dont know how to make certain patterns. Heres a video of something similar that Im trying to recreate

@2:20 look at the enemy’s red bullet pattern how they curve thats the type of bullet movement that I want to recreate I know how to do all the other types except that one so if anyone could help me write a script for that type of movement It would be vary much appreciated! Im using JavaScript also

Ive also come across this page I think this is what Im looking for but I dont know how to apply it
http://answers.unity3d.com/questions/23857/firing-a-curtain-of-bullets.html#
Thanks in advance!

Not sure what you’re talking about. I didn’t notice any difference between 2:15 and 2:25. Are you talking about the enemy’s red bullets? If so, the best way might be this:

Have an empty (A), with several empties (B) attached. Each (B) is facing away from (A). Then by rotating (A), and launching projectiles from each (B) along whichever axis is facing away from (A), you’d get this effect.

Yes I did mean the red enemy bullet pattern I forgot to mention that part I edited the main post, I think I understand what your saying ill give it a try, I was trying to get away from using gameobjects do you know of a way to do this through script only? Thank you for replying I appreciate the help

Well sure, you could avoid using GameObjects. This would be easiest if, as in the video, the origin of the projectiles is a single point. Now that I think of it, I’m not sure I’ve tried to do such a thing before, though, so I might be way off. I have not tested this idea, so proceed at your own risk…!

I think you can define and manipulate transform variables without them being associated with GameObjects. However, without creating a custom interface in the editor, I think you’d have to set up their position / rotation with scripting, which could get confusing. But, I believe that would be a way to approach this without using GameObjects. You’d basically create the same structure I originally described, but without using actual GameObjects, instead just using (JavaScript):

private var Turret : Transform;
private var TurretSpokeA : Transform;

et cetera. An easier way than creating this wheel/spoke would be using a single transform, rotating and “firing” projectiles at a fixed rate. By playing with the rate of rotation and rate of fire, you could possibly produce this effect, but it would be limited to firing 1 projectile per frame.

Another way using just 1 transform would be to “fire” several projectiles with each call to the “fire” function, and instantiate each one to face a different direction, modified by the turret’s direction.