#projectiles timer
5 messages · Page 1 of 1 (latest)
add a script to them with a timer logic
and if you want to make it distance based you can set a maximum distance they can travel before they disappear
func _physics_process(_delta: float) -> void:
if direction != Vector2.ZERO:
global_position += direction * speed
if(global_position.distance_to(_initial_pos) >= max_distance):
queue_free()
this is my bullet script