What we need to do in this third part: . RedBullet collides with GreenCircle. . GreenCircle spawn GreenBullets. . repeat the process each collision between "bullets" objects and GreenCircles. Basically we need add physics components to GameObjects, then add colliders. 1. In the prefab folder, select RedBulletPrefab. In the Inspector panel, at bottom, click the button Add Component > Physics > Rigidbody. Then uncheck "use gravity", check "Is kinematic" and I checked too the z position and x, y, z rotation freeze options. 2. With RedBulletPrefab selected, add a new physics component, collider. For bullets I choose Box Collider, for the Green Circle I added an Sphere Collider. Just check "Is trigger" since we will use C# script to control collisions. 3. Do the steps 1 and 2 above to GreenCirclePrefab. 4. Let's create a new prefab, GreenBulletPrefab. It's based in the RedBulletPrefab, so drag and drop RedBulletPrefab into H
This part 2 is not so detailed like before, so If you need you can see the part 1 here: http://alxcancado.tumblr.com/post/62482465038/gamedev-tutorial-basic-circle-chain-engine-using Once again I want say that this is my port for Unity3D from Emanuele Feronato's tutorial: http://www.emanueleferonato.com/2013/05/21/from-zero-to-a-complete-game-with-cocos2d-html5-step-2-mouse-interaction/ Okay, time to put some mouse interaction. 1. add the new textures: red circle, bullet red; configure texture type to advanced, uncheck generate mipmap and filter mode to point. 2. drag and drop the greencircleprefab from prefab folder to the hierarchy. drag and drop the red circle texture to this and rename to RedCircle. Remove the GreenCricle script from it. We will create a script to this object later. 3. But we still need create our Bullet prefab. To make it simple, just duplicate the RedCircle object from hierarchy panel with Command+D or (Control+D in windows?). Then rename this