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worm game spawning incorrectly
I'm making a game following the tornado twins tornado tutorial and i encountered a problem. after almost finishing part five (adding spawning point) i tried spawning fire balls, it showed up but wherever i aim it appears to the right of me and from the right it goes forward. yes i have tried rotating it but no it still doesn't work. here is the script. someone please tell me what i did wrong.
var speed : float = 3.0;
var rotateSpeed : float = 3.0;
var bullitPrefab: Transform;
function Update () {
var controller : CharacterController = GetComponent(CharacterController);
// Rotate around y - axis
transform.Rotate(0, Input.GetAxis ("Horizontal") * rotateSpeed, 0);
// Move forward / backward
var forward : Vector3 = transform.TransformDirection(Vector3.forward);
var curSpeed : float = speed * Input.GetAxis ("Vertical");
controller.SimpleMove(forward * curSpeed);
if(Input.GetButtonDown("Jump"))
{
var bullit = Instantiate(bullitPrefab, GameObject.Find("spawnPoint"). transform.position , Quaternion.identity);
bullit.rigidbody.AddForce(speed.forward * 2000);
}
}`enter code here`
@script RequireComponent(CharacterController)## Heading ##
Answer by Graeme P · Jul 24, 2011 at 12:01 PM
I've never done any of their tutorials, so I'm not too sure. But it sounds to me just as though your spawn points pivot is off centre in the world.
If this fires from your characters ridged-body, make sure that the pivot point is centred, If the spawn script is attached to an empty game object (attached to the player game object in the hierarchy), then make sure that the pivot point of it is in the same place as that of the character.
Also, if you have followed their code exactly, I doubt it has anything to do with your problem. ,I've never done any of their tutorials, so I'm not too sure. But it sounds to me just as though your spawn points pivot is off centre in the world.
If this fires from your characters ridged-body, make sure that the pivot point is centred, If the spawn script is attached to an empty game object (attached to the player game object in the hierarchy), then make sure that the pivot point of it is in the same place as that of the character.
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