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Question by DoctorChar · Apr 16, 2018 at 12:42 AM · transformrotatelookat

Making an object move in the direction the player is "facing"

Hello, I am making a simple rpg and on the overworld you can cast spells. I am currently working on a fireball, but when it appears, it claims to be pointing in the direction i want in the editor, but it always goes downwards. Here is my script.

             if (Overworldfireshot == true)
             {
                 fireball.SetActive(true);
                 rb2d.velocity = transform.forward * speed;
             }
             if (Input.GetKey("w"))
             {
                 fireball.transform.LookAt(t1.transform);
             }
             if (Input.GetKey("a"))
             {
                 fireball.transform.LookAt(t2.transform);
             }
             if (Input.GetKey("s"))
             {
                 fireball.transform.LookAt(t3.transform);
             }
             if (Input.GetKey("d"))
             {
                 fireball.transform.LookAt(t4.transform);
             }

t1, t2, t3, t4 are all one unit away from the player and the fireballs starting location in the four directions. If a question like this already has been answered, please link me to as I cannot find one. Thanks!

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avatar image Cornelis-de-Jager · Apr 16, 2018 at 12:51 AM 0
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can you draw us a picture of what you are trying to make the fireball do, or just explain what the end goal is. Because if you want to just have it goi forward:

 fireball.SetActive(true);
 rb2d.velocity = transform.forward * speed;

Should be enough, but if you are trying to control it with W,A,S,D then there might be a different solution out there.

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Answer by dowens9021 · Apr 16, 2018 at 01:44 AM

In the Scene view make sure the Blue Arrow (x Axis) isnt point Down. Transfrom.forward moves forward on the Blue Arrow.

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avatar image DoctorChar · Apr 16, 2018 at 02:21 AM 0
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still did not work, I wonder if their is another way to move the objects

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Answer by DoctorChar · Apr 16, 2018 at 02:23 AM

another problem, this is the new code I am trying,

 playerpos.x = 0;
         playerpos.y = 0;
         playerpos.z = 0;
 
 if (Overworldfireshot == true)
             {
                 Instantiate(fireball, playerpos, playerrot);
                 rb2d.velocity = transform.forward * speed;
                 Overworldfireshot = false;
             }
             if(Input.GetKey("w"))
             {
                 playerrot.x = 180;
                 playerrot.y = 0;
                 playerrot.z = 0;
             }
             if (Input.GetKey("a"))
             {
                 playerrot.x = 0;
                 playerrot.y = 0;
                 playerrot.z = 90;
             }
             if (Input.GetKey("s"))
             {
                 playerrot.x = 0;
                 playerrot.y = 0;
                 playerrot.z = 180;
             }
             if (Input.GetKey("d"))
             {
                 playerrot.x = 0;
                 playerrot.y = 0;
                 playerrot.z = 270;
             }

but the prefab is not being a child of the player, how do I do that? Still having it only go down despite best efforts.

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avatar image dowens9021 · Apr 16, 2018 at 03:59 PM 0
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is the fireball using Gravity?

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