🟣 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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