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Packages/Projectile Toolkit Pro/Create projectile prefabs
PROJECTILE SETUP
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Create projectile prefabs

Choose movement and physics presets, set the collision root and prepare reusable prefabs.

English guideSource: Unity 6000.3.13f1 · URP 17.3.0 · Windows Editor / DX12Web edition · 22 October 2026

A projectile prefab owns movement, physical contacts and projectile effects. Keep its collision body at the root and place artwork or meshes on a child so presentation can move independently.

Create a prefab#

  1. Choose 2D or 3D in the Manager and create a Projectile.
  2. Start with a Ballistic or Straight preset.
  3. Set speed, gravity and collision behavior on the projectile.
  4. Add a matching root collider/body. A circular 2D shape or sphere in 3D is a simple first setup.
  5. Put the SpriteRenderer or mesh on a child and assign it as Visual Root if you use a visual profile.
  6. Turn Launch on Play off for launcher-controlled prefabs, then drag the configured object from the Hierarchy into the Project window to save it.

Keep one movement authority#

The toolkit should own movement while its controller is active. Do not move the projectile root from another script at the same time. Rigidbody mode uses Unity physics; swept and kinematic modes use toolkit movement and collision queries. Avoid conflicting 2D and 3D bodies, and review the body and collider when changing dimensions.

Use Launch on Play only when the projectile should start itself in a sample scene. A launcher-controlled projectile should wait for a launch request.

Continue to launchers and loadouts to fire prefabs from input, or review movement and collision before selecting a behavior family.

Adapted from the supplied guide · PDF pages 3.View source guide ↗
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