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Question by HeadGames115 · Feb 20, 2016 at 02:39 PM · c#animation2d game

Starting an Animation from an Instantiated Object

I have a script for a side scrolling character, moving to the right at a constant rate. The character has a firing option through the left control, and the bullet instantiates and destroys just fine, but I want the bullet to use the animation I made for it as it flies.

Here's my base script for the bullet

     if (Input.GetKeyDown(KeyCode.LeftControl) && Time.time > fireGap)
     {
         fireGap = Time.time - fireRate;

         GameObject my_projectile = (GameObject)Instantiate(Resources.Load("bulletSprite"), new Vector2(GetComponent<Rigidbody2D>().position.x + .5f, GetComponent<Rigidbody2D>().position.y), Quaternion.identity);

         my_projectile.GetComponent<Rigidbody2D>().AddForce(bulletSpeed, ForceMode2D.Impulse);

         if (Time.time > fireRate)
         {
             SpriteRenderer.Destroy(my_projectile, 10f * ammoSpawn);

         }


I've tried using my_projectile.GetComponent().Play to try and force the animation I have attached to the bullet prefab to play, but it never changes anything. I've tried switching to Animator instead of Animation, to no avail either. Any suggestions or guidance would be greatly appreciated.

JG

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