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Question by Detinator10 · Aug 30, 2014 at 04:13 AM · gameobjectinstantiateobject

How to use AddForce() on an Instantiated prefab?

I am instantatiating a projectile prefab using this code:

 Instantiate (arrow, bow.transform.position, this.transform.rotation);

However, when I use:

 arrow.rigidbody2D.AddForce (thisproj.transform.forward * shootforce);

It doesn't work. I figured it's because Unity thinks I am adding force to the actual prefab and not the clone so I tried doing this:

 protected GameObject thisproj;
     thisproj = Instantiate (arrow, bow.transform.position, this.transform.rotation);

and then :

 thisproj.rigidbody2D.AddForce (thisproj.transform.forward * shootforce);

however apparently, Instantiate() returns an Object not GameObject. But, I can't figure out how to use AddForce() on an Object or get Instantiate() to return a GameObject.

Thank You!

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avatar image Owen-Reynolds · Aug 30, 2014 at 01:55 PM 0
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Forget the AddForce part. As you wrote, you just need to get the new object as a Transform or GameObject in order to do [some thing] to it.

$$anonymous$$any, many, many examples of doing that on this site. Sure, roberto's answer works. But in general, if you narrow things down to the actual problem, the answer is already here.

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Answer by robertbu · Aug 30, 2014 at 04:38 AM

Just cast it:

  GameObject thisproj = Instantiate (arrow, bow.transform.position, this.transform.rotation) as GameObject;
  thisproj.rigidbody2D.AddForce (thisproj.transform.forward * shootforce);

Note using 'thisproj.transform.forward' is not often found in 2D games. If 'arrow' is a sprite, you likely want 'thisproj.transform.right' or possibly 'thisproj.transform.up'.

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avatar image eitanwass · Jun 09, 2016 at 06:43 AM 0
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Tx man! Was looking for an answer for hours!

avatar image JaggedAxiom · Jun 30, 2020 at 05:38 AM 0
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