5 minutes
Fire Homing Missiles
Last lesson ended with a working lock but a dead key. You point your nose at a fighter, TargetingSystem fills lockedTargetId, and the crosshair sticks — but tapping Space does nothing. The launcher knows what to shoot; it has no missile to send and nothing to steer it home. This lesson builds that missile so the lock can finally kill.
One new entity in the scene
The player already carries MissileLauncher from last lesson, so the ship itself doesn't change. But the missiles it fires come from a pool, and in this build a pool is a scene entity — a blueprint. So the scene gains exactly one thing this lesson: a Missiles blueprint. Everything else is behavior: the missile component itself, and the two systems that fly it and blow it up.
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