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Question by Roy9720 · Jun 11, 2019 at 06:57 AM · 2dshootertop-down

Top Down shooter Moving while Shooting

I'm creating a top-down shooter and there's a problem while shooting and moving. The instantiated bullet and muzzle and gun prefabs are not at the gun position but at a visible distance away from it. This happens even when rotating the player. Here's the code-

 void Update()
     {
         if (Input.GetKeyDown(KeyCode.RightShift))
         {
             GameObject muzzleLeft = Instantiate<GameObject>(muzzle, gunLeft.transform.position, gunLeft.transform.rotation);
             muzzleLeft.transform.position = gunLeft.transform.position;
             GameObject bulletLeft = Instantiate<GameObject>(projectile, gunLeft.transform.position, gunLeft.transform.rotation);
             bulletLeft.transform.position = gunLeft.transform.position;
             bulletLeft.GetComponent<Rigidbody2D>().velocity = ship.gameObject.transform.forward * bulletSpeed;
             GameObject muzzleRight = Instantiate<GameObject>(muzzle, gunRight.transform.position, gunRight.transform.rotation);
             muzzleRight.transform.position = gunRight.transform.position;
             GameObject bulletRight = Instantiate<GameObject>(projectile, gunRight.transform.position, gunRight.transform.rotation);
             bulletRight.transform.position = gunRight.transform.position;
             bulletRight.GetComponent<Rigidbody2D>().velocity = ship.gameObject.transform.forward * bulletSpeed;
         }
     }

I tried updating the position to the gun position after instantiation, but of no use.

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avatar image Roy9720 · Jun 11, 2019 at 11:40 AM 0
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I have made the muzzle which is a particle system, a child of the gun and the issue is fixed. However the problem with the bullet still persists.

avatar image DCordoba · Jun 11, 2019 at 12:36 PM 0
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two tips while you`re making engine of any weapon:the muzzle, frag, ray, smoke, or any "effect of shoot" is better put on a animator, since it repeats, have continuous repeating, some times far than once per frame, so to interpolate multiple shoots, just keep repearting anim... and done

also particle systems or any objects animated usually are attached as childs to the main weapon object, you shouldnt have problems with local/global space transitions, you can set some shuriken particles, like smoke of fire, to specific work on global space, to have this "delay effect" desired on this case...

with bullets, unless you have a subsonics bullets is best simply don't instantiate them, use a cheap raycast ins$$anonymous$$d with a messaje "add damage" when collide something, and you dont need continuous dynamic collisions (necessary due speed of standard bullets) if you need (mandatory) to instantiate it, use LateUpdate to ignore the delay, or best, set manually the script execution order, first the script that move the player and after, the script that instantiate bullets.

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