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 krse22 · Dec 01, 2015 at 12:19 AM · rotationinstantiaterigidbody2d

Prefab rotation problem

So i have an arrow prefab that is instantiated and force is added when mouse button released but the problem is once the arrow is in flight if i click mouse button again the arrow will rotate towards mouse again?

Here is the code for instantiating

     void HandleRotation(){
 
         if (Input.GetMouseButton(0)){
 
         
             if(ArrowControl.thrust < 1000f){
                 ArrowControl.thrust++;
                 ArrowControl.thrust++;
             }else{
                 ArrowControl.thrust = Random.Range (900f, 1000f);
             }
             Debug.Log (ArrowControl.thrust);
 
 
             isAiming = true;
 
             Vector3 pos = Camera.main.WorldToScreenPoint(transform.position);
             Vector3 dir = Input.mousePosition - pos;
             angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg;
             transform.rotation = Quaternion.AngleAxis(angle, Vector3.forward);
             if(test){
                 Instantiate (arrow, arrowpoint.position, Quaternion.AngleAxis(angle, Vector3.forward));
                 test = false;
             }
         }
     }

And here is the code for adding force to arrow

 void AddPower(){
     
     if (shoot) {

         rotating = true;
         Vector3 pos = Camera.main.WorldToScreenPoint(transform.position);
         Vector3 dir = Input.mousePosition - pos;
         angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg;
         ArrowControl.arrowrb.AddForce (dir.normalized * ArrowControl.thrust);
         ArrowControl.arrowrb.gravityScale = 1f;

         test = true;
     }
 }

I also have a ArrowFlight function but i had this problem before the function so i dont think that it has anything to do with that.

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

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by rutter · Dec 01, 2015 at 12:22 AM

Your Instantiate call returns a reference to the cloned object. You'll usually want to send any instructions or init calls to that clone -- you may also want to keep track of it in a list.

Instead, your current code appears to be keeping track of only one arrow. That's no good; if you want to have multiple arrows, your code will need to match that expectation.

There are plenty of tutorials for instantiating/cloning prefabs, so I recommend searching for them.

Comment
Add comment · Share
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

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

3 People are following this question.

avatar image avatar image avatar image

Related Questions

Instantiated object does not inherit rotation. 1 Answer

Instantiated Object Has Wrong Rotation 0 Answers

Instantiate 2D gameobject with force towards Z-Direction 0 Answers

Rotate Rigidbody2D by Touch 1 Answer

Gameobjects spawn differently on client and host. 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