Creating New Boosters
The BoosterData ScriptableObject defines consumable power-ups that players can purchase, collect, and activate during gameplay.
Several boosters are already included in the template:
Double Damage
Extra Character
Explosion
Magnetic
Slow Time
Ghost Character
Developers can also easily create new boosters by making additional BoosterData assets.
Step 1 โ Create a Booster Scriptable
In the Project window, right-click and select:
Create > SlingshotPuzzle > Booster DataRename the new asset to match the booster type (e.g.,
Freeze,Shield,TripleShot).
Step 2 โ Assign in GameInstance
Open the MainMenu scene.
Select the GameInstance object.
In the Booster List, add your new BoosterData asset.
Save the scene.
Your booster is now available in the shop and HUD.
Editable Variables (BoosterData)
๐น Identification
boosterId โ Unique identifier used for saving, shop, and economy systems.
boosterName โ Multilingual name displayed in shop and UI.
boosterDescription โ Multilingual description text for the booster.
๐น Visuals
boosterIcon โ Icon shown in the shop and HUD when the booster is available.
๐น Gameplay
effectPrefab โ (Optional) Prefab or VFX spawned when the booster is activated.
boosterSkill โ ScriptableObject that executes the actual gameplay effect.
Example: Double damage, slow time, or custom effects.
Example Uses
Double Damage โ Multiplies projectile damage for a short duration.
Extra Character โ Grants an additional shot in the current level.
Explosion โ Creates an area-of-effect blast on impact.
Magnetic โ Pulls the character toward the enemy.
Slow Time โ Slows down gameplay for precision shots.
Ghost Character โ Passes through obstacles, hitting only targets.
With these boosters, developers can expand replayability and add unique twists to their game design. New boosters can be implemented by simply creating a new BoosterData and linking it to a BoosterSkillData script.
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