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Question by Digital-Phantom · Dec 31, 2014 at 02:15 PM · instantiateaddforcecrosshairtrajectory

How do I make an Instantiated Projectile travel towards Center of Screen

I'm using this code to instantiate a projectile and get it to travel forward.

 function Update ()
 {
     if(Input.GetButtonDown("Fire1"))
     {
         var starburstInstance : Rigidbody;
         starburstInstance = Instantiate(starburstPrefab, starburstGunEnd.position, starburstGunEnd.rotation);
         starburstInstance.AddForce(starburstGunEnd.forward * 2500);
         audio.PlayOneShot(starburst);
     }
 }


All was fine until I added a hide cursor and add crosshair script. Now I suddenly realise that my targeting/aiming is way off. How can I change (or replace) this line of code so the object will effectively travel towards where the crosshair was positioned and not just directly forwards?

 starburstInstance.AddForce(starburstGunEnd.forward * 2500);

(Crosshair is positioned in center screen, attached to main camera)

Any ideas guys???

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avatar image tomekkie2 · Dec 31, 2014 at 03:08 PM 1
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This is how I would do that:

 var target = new GameObject();
 target.transform.position = Camera.main.ScreenToViewportPoint(new Vector3(Screen.width/2,Screen.height/2,0));
 starburstGunEnd.LookAt(target.transform); 
 starburstInstance.AddForce(starburstGunEnd.forward * 2500);
 audio.PlayOneShot(starburst);


avatar image tomekkie2 · Jan 01, 2015 at 11:12 PM 0
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I've just made a few corrections to the below - basing on these output errors.

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Answer by Digital-Phantom · Jan 01, 2015 at 08:03 AM

Getting the following errors

Assets/Scripts/InstantiateReaperDisc.js(14,78): BCE0017: The best overload for the method 'UnityEngine.Camera.ScreenToViewportPoint(UnityEngine.Vector3)' is not compatible with the argument list '(int, int)'.

Assets/Scripts/InstantiateReaperDisc.js(15,39): BCE0023: No appropriate version of 'UnityEngine.Transform.LookAt' for the argument list '(UnityEngine.GameObject)' was found.

???

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