
Let's build a Shooting range game!
Build a shooter game where you can fire and destroy other objects in the game. This requires learning how to spawn prefabs from code !
We will set up the world environment
Learn about the Camera view of First-Person, and implement it in our game
Build the player controls
We will set up the required controls of the mouse that moves the view
Critical part of the game is, in fact, the spawning of bullet objects !
This concept of Instantiating objects - is a core topic in game development, and will receive its place.
We will also use Prefabs for the first time, and we will understand one of the core uses of it.
After certain time period, we need to destroy the created objects.
This is very important for optimizing our code. and performance.
Let's set maximum lifetime for the bullet.
We will set up the bullet to hit the target and destroy it.
Let's add some level design and build engaging experience.
Duplicating the targets to make the game more challenging,
Why should we use Prefabs for duplicated objects? Let's answer this question
We will make minor improvements to our projects:
Let's make sure that bullets are destroyed when hitting walls.
Bullets exit the edge of the gun, rather than from its center.
When the object hierarchy is built correctly, it is significantly easier to switch the graphics from a "low-level" graphics, to high quality. Let's see how to switch the 3D model of the gun to a rifle.
Let's switch the target into a barrel.
Let's also add an explosion to the destruction of an oil barrel.
Here, we will be introduced to a new concept of Particles.
When all targets are destroyed, it would mark the end of the stage. Let's see how we can detect that!
What to do next and where to go from here.
We would be happy to see your results!
You can find the source code of the resulting project I have created.
Build a complete first-person shooting range game while working directly with the core systems used in real-time interactive development. This course keeps a professional, hands-on approach while remaining accessible if you’re still building confidence with Unity. You’ll set up a 3D environment, implement player movement, and configure a first-person camera with mouse input—covering both the “how” and the reasoning behind each decision.
The core of the course focuses on object instantiation and lifecycle management. You’ll implement a shooting system that spawns bullet prefabs from code, controls their behavior, and manages their lifetime to maintain performance. Along the way, you’ll work with Unity’s physics system to handle collisions, detect hits, and destroy objects reliably. These are foundational patterns used across games and interactive applications, not just this project.
You’ll also structure your scene using prefabs and clean hierarchies, making it easy to duplicate targets, iterate on level design, and swap assets such as 3D models and particle effects. This mirrors real production workflows where flexibility and scalability matter.
To complete the gameplay loop, you’ll implement logic that detects when all targets are destroyed, defining a clear end state for the game.
This course is part of the FLUX Unity Club, so you’re not working in isolation. We are a community focused on Unity developers on all levels, where you can ask questions, share progress, and get personalized support as you continue building beyond this project.
If you don't have Unity installed yet or still need even more basic assistance, please don't hesitate to take our FREE course, First Steps With Unity: Installation and Core Skills. It was made especially for that situation.