
Enable inverse kinematics by turning on the rig builder when the player enters the war zone, then disable it on exit, configuring rig constraints and targets.
Configure ik constraints for each war zone by assigning targets and updating the player script to pass ik targets, then implement and test bone and multi-arm constraints with weighted transforms.
Implement a shooting system using events, subscribing to enter and exit war zone events, with a shooting line and a player shooter script that alternates pistols.
Automatically destroy bullets after three seconds to keep gameplay clean. Detect enemies with a dedicated layer mask and destroy them when detected, preparing ragdoll effects later.
Create a ragdoll script referencing the animator, collider, and rigid bodies. On hit, disable animation and switch rigid bodies to non-kinematic. Apply force and adjust delta time for smooth motion.
Develop a player enemy trigger script that detects war zone entry, uses raycast from the shooting line to target enemies, and enables enemies to shoot back when the player misses.
Learn to set up a game manager that controls four states with an enum and a setGameState method, plus an onGameStateChanged action to notify other systems.
Implement a UI manager to control menu, game, level complete, and game over panels, switching to the game state when the play button is pressed via a singleton game manager.
Convert the bullets container to a singleton and add a can-shoot method that returns true while bullets shot is less than the container's child count, gating shooting in the player.
Create a level manager to spawn levels from prefabs and organize the hierarchy. Use a coroutine to enable the level after a frame to avoid issues.
Implement a Unity checkpoint system with a gradient indicator, a trigger collider, and a script to turn it green on interaction and spawn the player on retry.
Duplicate and edit our second level, set up platforms and checkpoints, place enemies in a war zone, and configure jumps and finish line for dynamic gameplay.
Do you know Johnny Trigger ?
Let me present you Frankie Trigger !
In this course, you will learn how to create a Hyper Casual Shooting Mobile Game from scratch.
We will go all the way from setting up our project to creating the core loop of the game.
We will first grab a Free Character from Sketchfab, a popular 3D Models Library. This model alone won't do anything, we will need to Animate it !
And I've got the Perfect Solution for you, a Free Platform for Animations called Mixamo.
After that step, you will be able to add animations to any of your humanoid characters.
Okay that's one thing !
After Animating our character, we will use the Unity Spline System to make the player follow a certain path, perform a Frontflip, Backflip, or any animation that we want, and shoot at enemies.
I call that phase a Warzone !
When entering the Warzone, we will add a cool Slow Motion effect. There, you'll learn about the 2 Time Scales Unity uses.
If any of the enemies is touched (& the Player too) by a bullet, he will turn into a Ragdoll !
Exactly, we will add jiggly bones to our characters to make the game More Satisfying.
You will learn how to use Unity's Animation Rigging System to make the player aim at enemies, and the enemies aim at the player.
There is so much you will learn in this course, and there’s even more to come!
If you’re ready to Master New Hyper Casual Concepts, don’t miss this opportunity.
Enroll now