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Question by Josh13342 · Jun 18, 2020 at 07:09 PM · movement2d gameprojectiletopdown

Projectile changes direction and angle

I set up a fireball projectile to move based on my player's facing direction, and while it works for the most part there are a couple kinks that I just can't figure out. The main thing is changing direction of the player causes the fireball to change direction. I am hoping maybe I can get assistance to solve this.

The other issue is that the fireball sometimes moves at an angle instead of a straight line, this isn't as huge an issue but it is something I would like to fix as well.

 //This code is attached to my player
 public void CastSpell()
     {
 
         
         
            Instantiate(spellPrefab[0], exitPoints[exitIndex].position, Quaternion.identity);
 
             
         
         
 
 
 
 
     }


this code is attached to my fireball prefab

  private void FixedUpdate()
     {
 
         
         GameObject myPlayer = GameObject.Find("Player");
         Player aplayer = myPlayer.GetComponent<Player>();
 
         
 
         Vector2 moveDirection = gameObject.transform.position - aplayer.transform.position;
         myRigidBody.velocity = moveDirection.normalized * speed;
          if (moveDirection != Vector2.zero)
         { 
 
             float angle = Mathf.Atan2(moveDirection.y, moveDirection.x) * Mathf.Rad2Deg;
              transform.rotation = Quaternion.AngleAxis(angle, Vector3.forward * speed);
          }
 
 
 
 
     }
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Answer by N-8-D-e-v · Jun 18, 2020 at 08:03 PM

The fireball changes direction because you have your code in FixedUpdate, which is called (before) every frame, so your fireball will update it's direction

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