Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by dentaquet · Jun 06, 2016 at 10:44 PM · rotationshoot

top down 2D : bad enemy shooting angle

hi guys! im trying to build my first project and i'd like some input for a math correction. its about a top down 2D shooter, a bit like hotline miami.

when my enemy sees the player, it moves in its direction and stops at fire range to shoot him. the annoying thing is that it aims very bad (i should have made stormtroopers). most shots miss the player (near misses) except in certain directions; im pretty sure its because the enemy isnt accurately enough rotated 'in front' of the player, as the bullets are fired forward simply.

to rotate the enemy im using this :

Vector3 currentPosition = transform.position;

Vector3 nextPosition = player.transform.position;

Vector3 directionOfTravel = nextPosition - currentPosition;

float dist = Vector2.Distance(nextPosition, currentPosition);

directionOfTravel.Normalize();

//rotate the ennemy sprite in the correct direction if (directionOfTravel != Vector3.zero)

 {

     float angle = (Mathf.Atan2(directionOfTravel.y, directionOfTravel.x) * Mathf.Rad2Deg) - 90;

     transform.rotation = Quaternion.AngleAxis(angle, Vector3.forward);

 }

     if (dist < 1f)

     {

         rb.velocity = Vector3.zero;

         ShootPlayer();

     }

     else

     //move by the directionOfTravel vector components

     { rb.MovePosition(transform.position + directionOfTravel * runSpeed * Time.deltaTime);

    return;

     }





[1]: /storage/temp/71625-miss.png

miss.png (37.3 kB)
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

66 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Sprite gets rotated when Joystick Y at 1 or -1? 0 Answers

Rotation inverts forward direction 0 Answers

Camera Follow Behind A Rolling Ball 1 Answer

following and rotation help 0 Answers

World Rotation Around The Player Lead me to a Strange Result! 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges