
This lesson includes preparation bow and arrow vector-file in Illustrator and Photoshop
At first Sprite Editor is introduced and then bow and arrow are separated. Afterward the bow’s center of mass is shifted and finally they will be named.
In this project some zones, regions and auxiliary points and objects are required. To simulate the bowstring two objects are created by LineRendere. After that top, bottom, minimum and maximum points are made and start zone and end zone are defined.
In this lesson by the use of Line Renderer component, bowstring is simulated in a way that bowstring movement is synchronized with arrow movement.
In this lesson two theories are analyzed and one formula is introduced. Then arrow position is calculated based on intruded math.
To continue with the last lesson on more theory is introduced to deal with situation when the bowstring is pulled back with full force.
In this lesson generating different arrows is introduced.
How to move arrow along with cursor is learned in this lesson
Rigidbody2D component is used to shoot the bow and set an arbitrary speed to the arrow
In this lesson some more details about arrow speed are provided. The concept of Booster is introduced which is used to change the arrow speed regarding to the pullback force.
Auto-releasing is a popular feature of archery games. In this lesson auto-releasing is added to the game by do some scripting.
In this lecture we will learn how to rotate the bow with mathematical rules
At the end of this lecture you will learn how to set the drawing sounds and fizzle sounds.
At the end of this lecture you will learn how to set the high fire sounds and low fire sounds.
One of the most popular game styles, especially among mobile games are archery games. Using Unity game engine’s features, you can easily design and simulate such games.
In this course, you will learn how to use Unity game engine to design 2D Archery games.
This chapter (Chapter 01) includes topics like preparation of bow and arrow in some software like Illustrator, Photoshop, and Unity3d; defining zones, regions, and auxiliary points; simulating bowstring movement; creating arrows; calculating arrow position; shooting a bow; and arrow drop in the game environment.