Creating a new rocket or bullet (shells) ============================================ **Shell** is a bullet or rocket prefab, which will be used as a unit shooting object if units have the **Attack Type** value set to **Shell**. You can clone an existing asset from the **Prefabs/Shells** folder and customize it as you want. A shell prefab is purely visual (mesh/particles) - it does not need a script, ``Collider`` or ``Rigidbody`` on it, since hit detection is done in code, not through physics. See :doc:`../../Shell/shell` if you want to know how this works under the hood. All the actual behaviour - damage value, fly speed, bullet lifetime, hit FX, splash damage, artillery (parabolic) trajectory, hit check radius, etc - is not set up on the prefab itself. It comes from the shooting unit's **UnitData**, in the **Attack Parameters** partition, once **Attack Type** is set to **Shell** (this is the ``ShellAttackData`` class). That's also where you assign your customized prefab, in the **Shell Prefab** field: .. image:: shell.png :align: center .. toctree::