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Question by MrBob350z · May 14, 2016 at 02:57 AM · c#rotationerrorinstantiate

How can i make a cannon ball go forward?

Hi, i'm trying to learn to instantiate, and to impulse an object forward. In this case, i got a cannon, that instatiates a cannonball when pressing fire button, and i want to impulse the cannonball forward (just like a cannon ball does), but i'm cant figure out a solution.. I'm a begginer with unity, and i could really use some help.. It's hard to find the logic, but the cannon ball does not instatiate, and it's not push forward. Sorry for the bad english :p

 using UnityEngine;
 using System.Collections;
 
 public class Disparar : MonoBehaviour {
 
     public GameObject cannonBall;
     public Transform spawn;
     public float thrust;
     public float gravity;
 
     void Start () {
         
     }
     void Update()
     {
         if (Input.GetButtonDown("Fire1"))
         {
             Rigidbody clone;
             clone = Instantiate(cannonBall, new Vector3(spawn.position.x, spawn.position.y, spawn.position.z), Quaternion.Euler(0f, 90f, 0f)) as Rigidbody;
             clone.velocity = transform.TransformDirection(Vector3.forward * thrust);
         }
     }
     
     
 }
 
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Answer by pankajb · May 14, 2016 at 03:20 AM

Did you set value to thrust ?? in inspector ?? also make sure you have rigidbody attached to cannonBall Try something like this

      void Update()
      {
          if (Input.GetButtonDown("Fire1"))
          {
         GameObject clone;
             clone = (GameObject)Instantiate(cannonBall, spawn.position, Quaternion.Euler(0f, 90f, 0f));
             clone.GetComponent<Rigidbody>().AddForce(transform.forward * thrust);
      }
 }


or simply replace thrust with value
clone.GetComponent().AddForce(transform.forward * 1000);

there is nice documentation on rigidbody addforce http://docs.unity3d.com/ScriptReference/Rigidbody.AddForce.html

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avatar image MrBob350z · May 14, 2016 at 09:14 PM 0
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It instatiate now, but i have this problem.. alt text

bla.jpg (283.9 kB)
avatar image pankajb MrBob350z · May 15, 2016 at 04:13 PM 0
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I am on mobile, so haven't tested. But I think ins$$anonymous$$d of clone angles.. get spawnObject ( Cannon ) angles and try it.

  clone.GetComponent<Rigidbody>().AddForce(spawn.forward * thrust);

avatar image MrBob350z pankajb · May 15, 2016 at 07:53 PM 0
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This works perfectly, thank you :) I was managing the impulse with the rotation of the cannon ball itself, i used the rotation of the spawn just like you said and it was perfect.

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