“Uni Bullet Hell” is 2D bullet hell’s shot pattern system for Unity.
You can create various bullet patterns simply by adding script component of shot pattern.
You can customize a various bullet param in inspector. bullet num, bullet speed, angle, accel speed, accel turn, call back, delay, random, aim target, etc…
I’m using this for the first time and i’m curious as to if the player uses the different prefabs can you rig them to hit the enemy? Also, Is there anyway to edit the power of each bullet and how much it’ll take off of the player?
I see the UbhSimplebullet and i’m wondering if I attach that to the bullet if that’ll work if I drop the speed to zero…
I’m using 2dToolkit and it’s not letting me add the normal scripts due to 2DTK using 3d box colliders and I’m not finding anything to edit the damage of the bullets manually via the prefabs or scripts except the player script which won’t attach. I’m wondering if i’m stuck using 2d colliders or if there’s a way to manually put the bullets into the game.
Do you want to add power parameter to the bullet?
Well please add your own script include a power member.
2D collider of UniBulletHell is not required.
It works by replacement the 2D collider to 3D collider.
(In that case, remove the “2D” from the trigger event method and collider event method.)
I’m trying to use the UniBulletHell setup with the Dark Tonic CoreGameKit + Pooling and I’m having a issue with the use of two pools and the UniBulletHell not meshing well with it. (I’m not a programmer by any means)
Is there any way to prevent UniBulletHell from creating it’s own pool or using it with another pool set up so that you can use the amazing bullet prefabs you made or if I would have to edit/make my own scripts to do so? I know that the UbhObjectPool is built into the coding but any chance of possible modification?
First of all let me say that I absolutely love this package and my, albeit limited, experience with it has been nothing but a pleasure! If I may though, I have a request for possible future versions and one issue that I am experiencing.
In regards to the request, it would be great if you could implement the ability to have the bullets inherit the rotation of their parent on the incase the project this package is being used in is not based on vertical movement. I have already implemented this in my own project, so it is far from critical but would be nice to see as a default option.
The below has been resolved, please see the edit at the bottom of this post for the resolution.
As for the issue that I am experiencing with UniBulletHell, I have a Linear Shot attached to my player and it functions as intended for a varying amount of time and then it degrades into taking longer and longer between shots - to the point where I have experienced delays of >5 seconds between shots. I’ve attached the settings of both the shot control and shot components, if perhaps you could point out where I might be going wrong?
EDIT:
Shortly after posting this, while I was digging through my scripts I released that my bullet controller was attempting to release the bullets child object to the pool and not the parent; thus never allowing the child to be reenabled by the pool manager.
Thank you for a request!
I am going to add the global option of XY axis or the XZ axis by update.
About a issue.
When you release a bullet, please exclude a check of UseAutoRelease.
When it becomes ON, a regenerated bullet is released five seconds later.
hello.
When player move bottom to top quickly, Homing Shot Bullet always go somewhere else(mainly go bottom).
so can I adjust homing level more flexibly?
I just bought this system and followed the guide on your website and I can’t get any patterns to work. I’ve followed the instructions on the website perfectly as they are not really that hard. Is there a new way of doing things or am I missing something?
EDIT:
Ignore this. The bullets are super small for some reason.
I got it to work. For some reason, the bullet sprites were very small and I couldn’t see them. I thought they weren’t rendering, that’s how small they were! Thanks.
I have a request/suggestion. Homing projectiles should turn to point towards the target. As far as I can tell, they don’t do this already, but this would be a nice addition.
I believe I have found a bug. I am using the Prefab LinearShot. When the player object has an enemy object ahead of them, and they both remain in one place, the bullets don’t move down the screen. They just appear at the spawn point, then vanish. If I move the player however and wait for a moment, the bullets will then travel down screen normally, as long as the player doesn’t remain in line with an enemy object.