
The way to currently define bullets is using Danmaku Prefabs, which are exactly what they sound like: Prefabs for Bullets. There are a lot of things broken right now. Just be warned that there is currently not much up-to-date documentation, and there may be bugs.Ĭlick to expand.Keep in mind this is still an alpha. I'll add more information as more stuff is implemented completely.ĭanmakU is currently in an early alpha stage, but the core system of controlling particle systems is more or less in place, and is more or less usable now. Open Source: it's 100% free! Licensed under the MIT license.

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I've seen a lot of questions on how to deal with performance issues of bullet hell games made in Unity, and sadly most solutions I've seen have been rather subpar. Largely based on Touhou Danmakufu, a powerful scripting engine for danmaku games, the commonly used functions mirror many of the functions seen in Danmakufu ph3. At it's core, DanmakU is about highly controllable and scriptable particle systems that are able to collide with Unity's 2D colliders. Good examples are Ikaruga, Jamestown, Gundemonium, DoDonPachi, and the Touhou Project games.ĭanmakU is a open source, high performance development kit for 2D danmaku games.

I'm gauging public interest, and by proxy development effort to invest in the project based on the number of people that join.ĭanmaku (弾幕, lit: "barrage" or "bullet curtain"), called "bullet hell" in the western world, is a subset of shoot 'em ups in which the majority of the screen is occupied by bullets. Please see the following for more information: A new thread has been started for it here:

NOTE: A newer version of the asset, based on the new C# Jobs system has been started on.
