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Question by engi_valk · Oct 15, 2018 at 06:09 PM · c#shooting

Bullets flying in a random direction.

Hey so, I am currently struggling to set up my bullets travelling.

The ship that fires the bullets rotates and flys on X/Z axis which I realise is dumb. Either way, when I shoot my bullets they sometimes behave erratically. https://gyazo.com/6deac90d8cc3b4750a7713ed1c99d602

The player has a location for where to spawn the bullets and this is the code to spawn the bullets.

     void Shoot ()
     {
         var bulletToShoot = (GameObject)Instantiate (
                                 bullet,
                                 bulletSpawnLocation.position,
                                 bulletSpawnLocation.rotation);
 
         Destroy (bulletToShoot, 8.0f);
     }
 

Next the bullet itself is a prefab with the bullet controller code as such:

     void Update () {
         transform.Rotate (0, player.transform.rotation.y, 0);
         transform.Translate (0, 0, bulletSpeed * Time.deltaTime);
         bullet.transform.position += transform.forward * Time.deltaTime * bulletSpeed;
 
 
     }

I am unsure why it does this so any help would be appreciated.

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Answer by qobion · Oct 15, 2018 at 06:45 PM

You are rotating your bullets constantly in your update function. So just rotate it once at Start() and then move forward.

 void Start(){
          transform.Rotate (0, player.transform.rotation.y, 0);
 }
 void Update () {
          bullet.transform.position += transform.forward * Time.deltaTime * bulletSpeed;
   
      }


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avatar image engi_valk · Oct 15, 2018 at 07:09 PM 0
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I made that change and they still move very erratically

https://gyazo.com/0d618c627f9509623be7bcacd92fb071

avatar image qobion · Oct 15, 2018 at 09:17 PM 0
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I think your bullet variable is prefab…

So try this

  void Start(){
           transform.Rotate (0, player.transform.rotation.y, 0);
  }
  void Update () {
           transform.position += transform.forward * Time.deltaTime * bulletSpeed;
    
       }
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Answer by brunopagno · Oct 15, 2018 at 06:51 PM

I can't test right now but I believe your problem is that you are using "transform.forward", and since you are rotating your game object the forward direction in changing.

 bullet.transform.position += transform.forward * Time.deltaTime * bulletSpeed;

You could possibly solve storing the "forward" when the bullet is instantiated and then using that value in your calculation.

 Vector3 _localForward;
 
 void Start() {
   _localForward = transform.forward;
 }
 
 void Update() {
   ...
   bullet.transform.position += _localForward * Time.deltaTime * bulletSpeed;
 }

Let me know if it works for you.

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