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Question by 017Bluefield · Apr 24, 2015 at 05:58 PM · camerainstantiateshootingweapon

Floating weapon + shots aren't moving properly.

What I'm trying to do:

  • I'm trying to have a floating sphere that follows the player (shown below) shoot blasts at what the camera is facing.

Starting the playtest


What is happening instead:

  • When I press and hold the left mouse button, the blasts appear at my character's feet, not the sphere.

  • The trail of blasts in the image below show how the blasts move - or, more importantly, how they don't.

alt text


Update:

  1. Solved the blast spawn problem. The script was attached to the sphere's main parent object (i.e. "weapon name"), not the sphere itself.

snapshot-3-4-23-2015-11-11-pm.png (45.7 kB)
snapshot-2-4-23-2015-11-11-pm.png (68.3 kB)
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Answer by 017Bluefield · May 27, 2015 at 06:31 AM

For reference, here's the hierarchy of the weapon:

Weapon > Sphere > BlastSpawn


  1. Attach the blast spawn script to the Sphere itself.

  2. Add the following script to the BlastSpawn:

     using UnityEngine;
     using System.Collections;
     
     public class GrimoireBlast : MonoBehaviour {
         public Rigidbody projectile;
         public Transform shotPos;
         public float shotForce = 1000f;
    
         void Start(){
             // For use later
         }
     
         void Update () {
             if(Input.GetButtonUp("Fire1")) {
                     Rigidbody shot = Instantiate(projectile, shotPos.position, shotPos.rotation) as Rigidbody;
                     shot.AddForce(shotPos.forward * shotForce);
             }
         }
     }
    
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