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Question by Xx_DuckKing_xX · Jul 08, 2016 at 09:37 AM · unity 5errortutorialtanks

TANKS! unity tutorial shooting not working?

So i've been doing the TANKS tutorial by unity with the videos and slide support, all has been going well until i got to phase six. I created everything i can see correctly. Im pretty sure the script is correct because i copied + pasted it and double checked it was correct. I also put the variables into The c# script 'tankshooting' component in tank like shell and the audio files, i did everything even the firestorm thing and i also checked the input for fire1 and the positive is 'space' (space bar). After all this i played the game, driving and turning already works so i could move and turn but i tried to shoot with space bar and it didn't work? i tried clicking and every button! (with a mouse and with trackpad). There is no charge up and no shot, my shell doe work if i drop into the scene. PLEASE HELP ASAP there are no error messages

THIS IS THE CODE:

using UnityEngine; using UnityEngine.UI;

public class TankShooting : MonoBehaviour { public int m_PlayerNumber = 1; // Used to identify the different players. public Rigidbody m_Shell; // Prefab of the shell. public Transform m_FireTransform; // A child of the tank where the shells are spawned. public Slider m_AimSlider; // A child of the tank that displays the current launch force. public AudioSource m_ShootingAudio; // Reference to the audio source used to play the shooting audio. NB: different to the movement audio source. public AudioClip m_ChargingClip; // Audio that plays when each shot is charging up. public AudioClip m_FireClip; // Audio that plays when each shot is fired. public float m_MinLaunchForce = 15f; // The force given to the shell if the fire button is not held. public float m_MaxLaunchForce = 30f; // The force given to the shell if the fire button is held for the max charge time. public float m_MaxChargeTime = 0.75f; // How long the shell can charge for before it is fired at max force.

 private string m_FireButton;                // The input axis that is used for launching shells.
 private float m_CurrentLaunchForce;         // The force that will be given to the shell when the fire button is released.
 private float m_ChargeSpeed;                // How fast the launch force increases, based on the max charge time.
 private bool m_Fired;                       // Whether or not the shell has been launched with this button press.


 private void OnEnable()
 {
     // When the tank is turned on, reset the launch force and the UI
     m_CurrentLaunchForce = m_MinLaunchForce;
     m_AimSlider.value = m_MinLaunchForce;
 }


 private void Start ()
 {
     // The fire axis is based on the player number.
     m_FireButton = "Fire" + m_PlayerNumber;

     // The rate that the launch force charges up is the range of possible forces by the max charge time.
     m_ChargeSpeed = (m_MaxLaunchForce - m_MinLaunchForce) / m_MaxChargeTime;
 }


 private void Update ()
 {
     // The slider should have a default value of the minimum launch force.
     m_AimSlider.value = m_MinLaunchForce;

     // If the max force has been exceeded and the shell hasn't yet been launched...
     if (m_CurrentLaunchForce >= m_MaxLaunchForce && !m_Fired)
     {
         // ... use the max force and launch the shell.
         m_CurrentLaunchForce = m_MaxLaunchForce;
         Fire ();
     }
     // Otherwise, if the fire button has just started being pressed...
     else if (Input.GetButtonDown (m_FireButton))
     {
         // ... reset the fired flag and reset the launch force.
         m_Fired = false;
         m_CurrentLaunchForce = m_MinLaunchForce;

         // Change the clip to the charging clip and start it playing.
         m_ShootingAudio.clip = m_ChargingClip;
         m_ShootingAudio.Play ();
     }
     // Otherwise, if the fire button is being held and the shell hasn't been launched yet...
     else if (Input.GetButton (m_FireButton) && !m_Fired)
     {
         // Increment the launch force and update the slider.
         m_CurrentLaunchForce += m_ChargeSpeed * Time.deltaTime;

         m_AimSlider.value = m_CurrentLaunchForce;
     }
     // Otherwise, if the fire button is released and the shell hasn't been launched yet...
     else if (Input.GetButtonUp (m_FireButton) && !m_Fired)
     {
         // ... launch the shell.
         Fire ();
     }
 }


 private void Fire ()
 {
     // Set the fired flag so only Fire is only called once.
     m_Fired = true;

     // Create an instance of the shell and store a reference to it's rigidbody.
     Rigidbody shellInstance =
         Instantiate (m_Shell, m_FireTransform.position, m_FireTransform.rotation) as Rigidbody;

     // Set the shell's velocity to the launch force in the fire position's forward direction.
     shellInstance.velocity = m_CurrentLaunchForce * m_FireTransform.forward; ;

     // Change the clip to the firing clip and play it.
     m_ShootingAudio.clip = m_FireClip;
     m_ShootingAudio.Play ();

     // Reset the launch force.  This is a precaution in case of missing button events.
     m_CurrentLaunchForce = m_MinLaunchForce;
 }

}

screen-shot-2016-07-08-at-72437-pm.png (416.7 kB)
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