For the line, I'll make it so it has a slightly different editor when num sides is set to 2. How would you want it to behave in that case? Like, what parameters and what should change?
I think simply not having the radius act as an offset when num sides = 2 would be enough. Radius can be used to represent the length of the line. I think the particle system does it that way too.
I'm not sure what you mean here. What would you want it to do differently? The BulletManager script only handles rendering and collision, movement is done via a multithreaded Job and everything else is handled in BulletSettings.cs (the SetValues function). You're welcome to change the movement there!
I don't think you should take one person's advice here. My needs may not match others. Anyways, the setvalues function provides a sufficient interface but the function is not virtual. So any person who modifies this directly may have problems integrating when you update the package. Ideally, you'd have some base abstract class for BulletSettings that the user can inherit from to write their own BulletSettings class that's completely independent. Again, that's just my opinion.
When you say a preview for the shape, do you mean wire lines outlining the shape? It should already preview the bullets in the desired shape, right?
Yes. If the shape is set to a pentagon with some radius, it should show the pentagon. IDK if preview does this already but it gave me errors(bullets were spawning correctly in play mode though) when I tried it.
I have editor coroutine installed.
with my old object-pooled approach I only managed about 500 bullets on-screen before performance dipped below 30fps on console, which really sucks for a bullet hell game!
I mostly make stuff for pc so yeah that might've caused a bit if the bias there haha.