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Question by Ecnalyr · Mar 17, 2011 at 03:35 AM · gameobjectiphoneaddforce

Projectile not 'projecting' because i have to use "var xxx : GameObject = Instantiate"

I am using the following code:

        var blaster : GameObject = Instantiate(blasterPrefab, GameObject.Find("blasterPoint").transform.position, Quaternion.identity); 
        // Propells blasted ammunition forward
        blaster.rigidbody.AddForce(transform.forward * 2000);   
        //end fire weapon phase

but the projectile (blaster) does not blast forward since I added "GameObject" as the variable type (needed to do this to allow program to run on iPhone). How do I add the forward momentum to the blasted object when I use the code as I do above?

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Answer by Ecnalyr · Mar 17, 2011 at 04:40 AM

I found a work-around:

function Update () {
    transform.LookAt(Clicktomove.blackhole);//blackhole is my target (aka forward direction)
    rigidbody.AddForce(transform.forward * 200);
}

I added the above script to the actual prefab that acts as the projectile itself.

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avatar image Lab013 · Mar 17, 2011 at 05:35 AM 0
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Although that will work, its unneeded. As I said, try using

blaster.rigidbody.AddForce(blaster.transform.forward * 2000);

Unless you want to keep a constant force for some time, the method I just showed you is cheaper. Every GameObject has a transform.

avatar image Ecnalyr · Mar 17, 2011 at 06:46 PM 0
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Using that still gives the error "Cannot cast from source type to destination type." I would love a cheaper alternative that works the way you are attempting to go.

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Answer by Lab013 · Mar 17, 2011 at 03:37 AM

Use blaster.transform.forward.

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avatar image Ecnalyr · Mar 17, 2011 at 04:09 AM 0
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var blaster : GameObject = Instantiate(blasterPrefab, GameObject.Find("blasterPoint").transform.position, Quaternion.identity);
// Propells blasted ammunition forward blaster.transform.forward * 2000;
//end fire weapon phase

This returns the error "Cannot cast from source type to destination type."

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