Question by 
               pohshania · Aug 14, 2017 at 05:57 PM · 
                colliderrigidbody2dvelocity2d-physics  
              
 
              Help! My projectile velocity is not working..
Hi there. I am making a 2D platformer game and I can't solve why my projectile doesn't move when instantiated. It is stuck at the player's hand and immediately disappear.
In my player controller script:
      // projectile
      public Transform firePoint;
      public GameObject projectile      
          
      if(Input.GetKeyDown(KeyCode.X))
       {
            Instantiate(projectile, firePoint.position, firePoint.rotation);
       }
FirePoint is the position of the player's hand and Projectile is my projectile gameobject.
And I attach this script to my projectile:
       public float speed;
          // Use this for initialization
          void Start () {
          
          }
          
          // Update is called once per frame
          void Update ()
          {
              GetComponent<Rigidbody2D>().velocity = new Vector2(speed, GetComponent<Rigidbody2D>
              ().velocity.y);
          }
      
          void  OnTriggerEnter2D(Collider2D other)
          {
              Destroy(gameObject);
          }
 
When I press X,  The projectile just appear and disappear immediately, but doesn't transform to right.
 The projectile just appear and disappear immediately, but doesn't transform to right.
However when I put one of the projectile by itself in the scene, it works perfectly fine. The projectile will move towards right.  Why is that so??? Thanks for help!
 Why is that so??? Thanks for help!
               Comment
              
 
               
              Answer by unidad2pete · Aug 14, 2017 at 06:06 PM
Probably, your proyectile are Triggered by your player collider or other collider, find out.
 void OnTriggerEnter2D(Collider2D other)
     {
         if (other.gameObject.tag != "TAG OF YOUR PLAYER OR COLLIDER CAUSING THIS TRIGGER")
         {
             Destroy(gameObject);
         }
                 
     }
 void  OnTriggerEnter2D(Collider2D other)
 {
     if (other.tag != "Player")
     Destroy(gameObject);
 }
Your answer
 
 
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