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Question by RicardoAntezana · Nov 19, 2017 at 08:31 AM · positionvector3quaternionraycasthit2ddebug.drawline

Using Player Rotation Quaternion to Make a Directional Vector

Hey Guys,

I'm having a little trouble with my Top Down 2D game. I would like my player to shoot a RayCast2D in the direction he is facing, but creating the directional vector is causing an issue. The Ray does not shoot in the correct direction. Here is my script:

     Transform firePoint;
 
     void Awake()
     {
         firePoint = transform.Find("FirePoint");
     }
 
     void Update()
     {
         Quaternion rotation = PlayerController.playerRotation;
         Vector3 direction = rotation * Vector3.forward;
 
         RaycastHit2D hit = Physics2D.Raycast(firePoint.position, direction, 100);
 
         Debug.DrawLine(firePoint.position, direction);
     }


The vector "direction" is always in a funny place and not in front of my player as it should be. Any help is appreciated.

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avatar image nygren · Nov 19, 2017 at 09:03 AM 0
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You're stating two different problems: creating the directional vector and positioning the directional vector. I'm guessing you've just stumbled on the ter$$anonymous$$ology in "creating the directional vector is causing an issue" and with "vector" you actually mean the ray - since a vector doesn't have a position? Is "FirePoint" at the correct position if you view it in the scene view? Also keep in $$anonymous$$d that Physics2D works with Vector2, so make sure you haven't got any bugs in that area - for example that you need to use direction = rotation * Vector3.right.

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Answer by voncarp · Nov 20, 2017 at 12:11 AM

You generally just use the forward position of the transform to get the direction he is facing as such:

 Vector3 direction = firepoint.forward

The forward direction will be the blue arrow on the transform

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