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Sphere instantiating under a flying object
Hello!
I'm trying to come up with a script for a flying bomber. If flies and as it flies bombs are falling out of it. That's it for now.
So, I have 4 objects: 1. Bomber (a sphere) 2. Place from where the bombs will fall out (it's right under the bomber sphere, and it's an empty game object) 3. Bomb prefabs 4. Reticule with which I choose where my bomber should fly

Now as you can see everything's fine when my bomber flies in one direction (to the left corner of the scene). When it flies to the opposite direction it looks like it starts to bump into his own bombs (which is completely wrong, trail of bombs should be falling right behind him).
What am I doing wrong? Setting the collision exclusion didn't work for me at all, same result.
Thanks.
It looks to me like you are either not rotating the direction the Bomber object itself is facing towards the direction it is being launched, resulting in the bombs being instantiated in-front of the flight path but still behind the actual bomber object (in local space). Or you are actually rotating the bomber to face the direction of travel, in that case it could be that you are calculating the position behind the bomber object in World Space ins$$anonymous$$d of locally to the bomber.
Without any code examples it is impossible to know for sure.
Answer by Evil_Weevil · Aug 25, 2015 at 11:51 AM
Right! I forgot to disable LookAt after shooting. Thank you!
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