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🟣 QA Diagnostic #4 — Script-Controlled Projectile Behavior

Unity Projectile Spawner – Edge Case Test

⚠️ QA Edge Case Disclaimer:

This demo showcases a controlled, reproducible positional offset in Unity for testing purposes only.

Watch the test case in action:

Demo Summary

In this QA diagnostic, I tested a custom projectile spawner firing objects in all directions — including toward walls, the camera, and random angles — analyzing predictable randomness and environment-induced behavior.

Observations

💥 About 30% of projectiles penetrate the wall, while the rest 🔄 bounce, scatter, or deflect based on scripted variables. ⚙️ No Rigidbody physics are used — all behavior is driven by code logic controlling speed, angle, and collider state.

Purpose

The goal wasn’t to fix a bug, but to analyze environment-induced behavior and validate predictable randomness under controlled conditions.

Follow-Up / Reproduce Steps

  • Open the Unity scene and launch the custom projectile spawner.
  • Observe projectile behavior from multiple camera angles.
  • Record penetration, bouncing, and scatter events.
  • Compare actual behavior to expected scripted outcomes.
  • Document findings in JIRA tickets and Loom walkthroughs.

Key QA Demonstrations

  • Root cause analysis and controlled test design
  • Observation and reproducibility documentation
  • Clear communication of expected vs. actual results
  • Differentiating script behavior from engine-level physics

Even though it’s not a “system bug,” this diagnostic shows QA fundamentals in action — observation, analysis, communication, and repeatable test documentation.

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