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Question by MikaSM90 · Mar 19, 2018 at 02:47 AM · c#positionmouse

Shooting a projectile with Isometric View

So I've been doing some work on an Isometric Game I am developing entirely by myself and after countless hours working around a "Shoot Projectile" system I can't seem to figure it out. I am getting really close to a solution and by that I mean it's kinda working but not 100%. So first I get the direction of my projectile from the player to the mouse and then instantiate the projectile at players location already facing the mouse.

 private void Fire()
     {
         Vector3 direction = GetMouseHitPoint() - transform.position;
         Instantiate(projectile, new Vector3(transform.position.x, 2, transform.position.z), Quaternion.LookRotation(direction.normalized));
     }
 
     Vector3 GetMouseHitPoint()
     {
         Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
         RaycastHit hit;
         Vector3 pos;
         if (Physics.Raycast(ray, out hit, 1000, 1 << (int)Layer.Walkable))
         {
             pos = hit.point;
             Debug.Log("Mouse position on world: " + pos);
             return pos;
         }
         return Vector3.zero;
     }

Then I use this to make the projectile move. Since its already facing the correct direction all I do is make it move forward.

 private void MoveProjectile()
     {
         
         Vector3 movement = transform.forward * projSpeed * Time.deltaTime;
         transform.position += movement;
     }

The problem is the projectile doesn't quite move towards the mouse position but instead seems to be off by a bit like so: alt text As you can see the projectile is a little bit off. This only happens when I try to shoot to the sides. If i shoot directly up or down the result is as intended: alt text Any ideas?

screen-shot-03-18-18-at-1041-pm.png (42.4 kB)
screen-shot-03-18-18-at-1043-pm.png (19.9 kB)
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avatar image Hellium · Mar 19, 2018 at 05:49 PM 1
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I guess, the problem is that you are detecting the click on the ground (y = 0), but the projectile travels at y = 2, resulting in your offset.

avatar image MikaSM90 · Mar 19, 2018 at 07:20 PM 0
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I hadn't thought about that. The reason why I set y=2 is that the player transform is at (0,0,0) and I don't want the projectile to "fly low". I'll try to figure something out thanks for the input tho.

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