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Question by GrKl · Sep 01, 2013 at 03:02 PM · velocitydirection

Velocity direction help

Hi all,

I have a part of my enemy script causing problem and cant seem to find a solution

my enemy instantiates a projectile towards Player when Player in range. No problem here of course.

The problem is the instantiated projectile does not go towards me, but always shoots in a wrong direction. I tried with transformDirection & InverseTransformDirection, but none seem to work.

am I doing something wrong? here is this part of code:

 Rigidbody instantiatedProjectile = Instantiate(projectile, spawnPoint.transform.position, spawnPoint.transform.rotation) as Rigidbody;                    
                     goToPlayer = instantiatedProjectile.transform.InverseTransformDirection(Player.transform.position);
                     instantiatedProjectile.velocity = goToPlayer * 1 * Time.deltaTime;

Thanks for any help possible

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Answer by robertbu · Sep 01, 2013 at 03:16 PM

TransformDirection() and InverseTransformDirection() translate between local and world coordinates. Everything in this problem is already in world coordinates. Planer.transform.position is a world position relative to the origin. What you want is a vector from the projectile to your target. You need to normalize it, so that the distance to the player does not effect the velocity. Also for a one-time application of velocity, you don't want/need to use Time.deltaTime:

 goToPlayer = (Player.transform.position - spawnPoint.transform.position).normalized;
 instantiatedProjectile.velocity = goToPlayer *  speed;
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avatar image GrKl · Sep 01, 2013 at 03:28 PM 0
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great thanks for quick advice! tried to do something like this, but did not know about 'normalized'

avatar image Sajidfarooq · Sep 01, 2013 at 04:05 PM 0
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Converted my previous answer into a comment to help explain @Robertbu's answer further.

You do not need to use InverseTransformDirection. You are computing your direction vector wrong. In psuedocode, this is what you need to do:

  • To get your direction, just: Direction = PlayerPosition - EnemyPosition

  • Normalize the direction: NormalizedDirection = Direction.Normalize();

  • Projectile.velocity = NormalizedDirection.

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