···17171. Select `File -> New Scene` to create a new scene
181819191. Create an empty game object in the scene. Click `Add Component` and add a
2020-@Danmaku.DanmakuManager component to the scene.
2020+@DanmakU.DanmakuManager component to the scene.
21212222 Name it `Danmaku Manager` (the name isn't actually important, but it helps
2323 disambiguate it in the scene.)
24242525- The @Danmaku.DanmakuManager manages the danmaku (bullets) in your scene, and
2525+ The @DanmakU.DanmakuManager manages the danmaku (bullets) in your scene, and
2626 it controls the bounds for danmaku..
27272828 Keep everything default for now. Later, you can use the Center and Extents
···3333 without one.**
343435351. Add another empty game object to the scene. This time, add a
3636-@Danmaku.DanmakuPrefab component to the object.
3636+@DanmakU.DanmakuPrefab component to the object.
37373838 Name it `Danmaku Prefab`. This object will be the template we use for our bullets.
39394040- @Danmaku.DanmakuPrefab defines a bullet type for your game. It contains a
4040+ @DanmakU.DanmakuPrefab defines a bullet type for your game. It contains a
4141 reference to the shader, sprite (or mesh), and collision information for
4242 that bullet type.
4343···4848`Default Sprite Danmaku`. Drag this to the `Rendering->Shader` property for the
4949`Danmaku Prefab` game object. Leave all the other fields their default values.
50505151-1. Add a third empty game object. Add a @Danmaku.DanmakuEmitter component to it.
5151+1. Add a third empty game object. Add a @DanmakU.DanmakuEmitter component to it.
52525353 Name it `Danmaku Emitter`. Make sure it is positioned at (0, 0, 0), as bullets
5454 will be emitted from it.
55555656- The @Danmaku.DanmakuEmitter class is a simple bullet emitter meant to be a
5656+ The @DanmakU.DanmakuEmitter class is a simple bullet emitter meant to be a
5757 jumping off point for your own emitter types. It shows how you can compose
5858 many behaviors together to create different patterns.
5959