There are a few good ways of doing this… I would recommend making the snowball in blender separate from the penguin and without any motion of being thrown. Next you would import the snowball, attach a kinematic rigidbody to it, and drag it into the hierarchy of your penguin and parent it to whatever animation bone in the penguin that controls his hand (assuming you’ve animated the penguin to look as if he is throwing something).
Finally you simply write a script to unparent the snowball from the penguin, turn off kinematic mode on the rigidbody and apply a force to the snowball in the direction it should be thrown. All you would need to do then is just execute the script when the penguin’s throwing animation reaches the point where the ball should be thrown.
Of course, just tune the direction and speed in there to your liking.
NOTE as a rule, you never set the velocity on objects in game engines. but you’re fine doing it in this situation.
you’re gonna wanna to run that a small moment after you run the hand animation. so your code will look like this:
function throwOneSnowball()
{
theHandThrowingAnimation.Play();
Invoke( “actuallyShoot”, 0.0875 );
}
So it will wait a beat before starting the snowball on it’s path. (0.0875 seconds … of course, you’ll just tune that time so it looks perfect.)
So the two things you tune to make it look perfect are: the exact position of ThrowFromHerePoint (you typically need it a wee bit forward of the actual muzzle) and the wee delay 0.0875 seconds,
{Welcome to the real-life of real video games - I say casually “pick the best values for the delay and the position”. But in fact, very likely you’ll have to build a “sled” during production where there is a slider on the screen that lets you adjust those values. Then you can sit there for an hour with your iPad finding the perfect values so it looks realistic. Usually when you build up a title like this, all the “sleds” you need long the way are much more work than the actual game mechanism!}
Be sure to post a vid here when you get it working
Finally you’re going to ask about a collider. You can’t add a collider to a bullet until you understand the physics Layers system … there is a huge recent discussion about it here in the ticked answer…
BTW for your scroller, you are using 2DToolkit right?
I would go so far as to say you can’t do a 2.5D game without it. I mean you would have to reproduce the 2-4 man-years of work inside 2DToolkit before starting I guess!