Hitbox Boss
Scene: DuckShooter_HitboxBoss
A more complex health setup: one boss duck whose single Health is fed by many hitboxes, each affecting it differently.
flowchart LR
W["Weak sphere x2"] --> H((Boss Health))
N["Normal sphere x1"] --> H
A["Armored sphere x0.5"] --> H
Where you hit decides how fast the boss goes down: a weak sphere takes four times the damage of an armored one.
🦆 The Boss: DS_BossDuck Variant
The boss is a prefab variant of DS_Duck, so it keeps the duck’s setup and adds to it:
| Part | Setup |
|---|---|
Health | 5000 on the root |
| Health bar | On Health Changed sets a UI slider’s value |
| 8 spheres | Each has a Hitbox with a multiplier of 2, 1 or 0.5 |
Every sphere’s hitbox finds the same Health on the boss’s root, so they all damage one health pool.
⚪ The Spheres
Each sphere has two colliders, so it can both take and deal damage:
- A solid collider with a Hitbox: your bullets hurt the boss.
- A trigger collider with Contact Damage (100): flying into it hurts your ship.
Tip
Use the same setup for headshots on characters: one Health on the root and a hitbox per body part with its own multiplier.