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Question by mickymouse3108 · Sep 21, 2016 at 11:40 PM · c#charactercontrollerbullet

Bullet Not moving Forward with speed

Can someone tell the problem with my Fire()? Bullets are just standing there and not going forward!

 using UnityEngine;
 using System.Collections;
 
 public class CaptainAmerica : MonoBehaviour {
     public float moveForce = 20f;
     public float jumpForce = 700f;
     public float maxVelocity = 4f;
 
     public Transform Bullet_Emitter;
     public GameObject Bullet;
 
     private bool grounded;
 
     private Rigidbody2D myBody;
     private Animator anim;
 
     void Awake() 
     {
         InitializeVariables ();
     }
         
     void Start () 
     {
     }
 
     void Update () 
     {
         PlayerWalkKeyboard ();
         if (Input.GetKeyDown (KeyCode.Space)) 
         {
             Fire ();
         }
     }
 
     void Fire()
     {
         GameObject bullet_var = Instantiate (Bullet, Bullet_Emitter.position, Bullet_Emitter.rotation) as GameObject;
         bullet_var.GetComponent<Rigidbody2D> ().velocity = bullet_var.transform.forward * 60.0f;
         Destroy (bullet_var, 5.0f);
 
     }
 
     void InitializeVariables() 
     {
         myBody = GetComponent<Rigidbody2D> ();
         anim = GetComponent<Animator> ();
     }
 
     void PlayerWalkKeyboard() 
     {
         float forceX = 0f;
         float forceY = 0f;
 
         float vel = Mathf.Abs (myBody.velocity.x);
 
         float h = Input.GetAxisRaw ("Horizontal");
 
         if (h > 0) 
         {
             if (vel < maxVelocity) {
                 if (grounded) {
                     forceX = moveForce;
                 } else {
                     forceX = moveForce * 1.1f;
                 }
             }
             Vector3 scale = transform.localScale;
             scale.x = 1f;
             transform.localScale = scale;
             anim.SetBool ("Walk", true);
 
         } else if (h < 0) {
 
             if (vel < maxVelocity) {
                 if (grounded) {
                     forceX = -moveForce;
                 } else {
                     forceX = -moveForce * 1.1f;
                 }
             }
 
             Vector3 scale = transform.localScale;
             scale.x = -1f;
             transform.localScale = scale;
 
             anim.SetBool ("Walk", true);
 
         } else {
 
             anim.SetBool ("Walk", false);
 
         }
         if (Input.GetKey (KeyCode.UpArrow)) {
             if (grounded) {
                 grounded = false;
                 forceY = jumpForce;
             }
         }
         myBody.AddForce (new Vector2 (forceX, forceY));
     }
     void OnCollisionEnter2D(Collision2D target) {
         if (target.gameObject.tag == "Grounds") {
             grounded = true;
         }
     }
 }
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avatar image TeohRIK · Sep 22, 2016 at 01:53 AM 0
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maybe is because the direction issue, try to use transform.right

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Answer by OutOfRam · Sep 22, 2016 at 02:10 AM

Are the bullets set to Kinimatic? also I'd recommend using Add Force rather than setting velocity

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avatar image mickymouse3108 · Sep 22, 2016 at 04:32 AM 0
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Could you please share the code of whatever you are referring to?

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