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Question by Lukamyte · Nov 17, 2013 at 06:00 PM · instantiatetransformbullet

Top-down shooter shooting problem

I have a small top-down shooter, and when the character shoots, the bullet is always in the same position, about 0.6 units above the player. And, the direction is always the same. I used this code.

 if(Input.GetKeyDown(Keycode.Space)){
     Instantiate(bullet, transform.position + Vector2(0, 0.6), Quaternion.identity);
 }

It is only part of the code though...

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avatar image ozturkcompany · Nov 17, 2013 at 06:02 PM 0
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Well you are actually creating bullets in front of the player with that code.You only Instantiate a bullet once for all your hitting space button.This is not a code for shooting

avatar image Lukamyte · Nov 17, 2013 at 06:07 PM 0
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This is a tank. No rapid fire required. And no, I know how to do all the addForce stuff.

avatar image ozturkcompany · Nov 17, 2013 at 06:15 PM 0
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Instantiate? Well without seeing the rest of the code and talking about the code you posted,you set the bullet to be infront of the character about 0.6 units in here "transform.position + Vector2(0, 0.6)" and the direction is always the same because you set the rotation to Quaternion.identity

avatar image Lukamyte · Nov 17, 2013 at 06:26 PM 0
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so what do i do for the rotation?

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Answer by Cherno · Nov 18, 2013 at 12:51 AM

For the rotation, you could use transform.LookAt for example. For making the projectile move, you could use physics/force or just use transform.translate if you don't care about ballistic arcs and so on.

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