> For the complete documentation index, see [llms.txt](https://julhiecio.gitbook.io/ju-tps-documentation/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://julhiecio.gitbook.io/ju-tps-documentation/game-development/how-to-create-weapons-and-items/creating-projectiles-bullets.md).

# Creating Projectiles/Bullets

To use the weapons you need bullets, see how to create bullets below

{% hint style="info" %}
In the prefabs folder already have projectile prefabs, you can just edit them to save time.
{% endhint %}

1- Set Item tag and layer to "Bullet" and Add a <mark style="color:green;">Rigidbody</mark> and <mark style="color:green;">Collider</mark> to detect collisions

<div align="left"><figure><img src="https://2945806600-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FCQMDx0LmgnRXXTklLhoh%2Fuploads%2FB1FuT3jjP0dbhMm10787%2Fimage.png?alt=media&amp;token=448f3b57-5581-43ae-960b-2b17a68ca34e" alt=""><figcaption></figcaption></figure></div>

2- Add the Bullet script and configure it

| Parameters                         | Description                                                                                                                                                |
| ---------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Bullet Velocity                    | Speed                                                                                                                                                      |
| Bullet Damage                      | Damage                                                                                                                                                     |
| Destroy Time                       | Destroy Delay after hit something                                                                                                                          |
| High Precision Collision Detection | Uses raycasting to detect collisions precisely, consumes a bit more physics processing (not relevant enough not to use)                                    |
| Impact Add Force                   | If the collided object is a rigidbody the force of the impact will move the collided object                                                                |
| Ricochet                           | Enable Ricochet System                                                                                                                                     |
| Ricochet Angle                     | Angle to ricochet                                                                                                                                          |
| Max Ricochets                      | Max ricochets                                                                                                                                              |
| Movement Type                      | <p>Calculated: moves the bullet to the endpoint</p><p>Teleport: teleports the bullet to the end point </p><p>Physics: move the bullet to the end point</p> |
| Impact FX                          | Here you can configure particle effects according to tags.                                                                                                 |
