Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Taldoesgarbage · Nov 18, 2020 at 05:09 PM · rotationunity 2dprojectileinstantiate prefab

I need to summon projectiles

I cant figure out how to make the prefab instantiate facing the player, then fire.

     int randomO;
     float randomY;
     float randomX;
     public GameObject projectilePrefab;
     public Transform spawner;
     public Transform player;
     public float WaterSpeed;
 
     private float time;
     public float maxtime;
     // Start is called before the first frame update
     void Start()
     {
         
     }
 
     // Update is called once per frame
     void Update()
     {
         randomO = Random.Range(1, 5);
         switch(randomO)
         {
             case 1:
                 randomY = 62.9f;
                 randomX = Random.Range(-83.9f, 83.1f);
                 break;
             case 2:
                 randomY = -66.8f;
                 randomX = Random.Range(-83.9f, 83.1f);
                 break;
             case 3:
                 randomX = -107.9f;
                 randomY = Random.Range(48.7f, -58.7f);
                 break;
             case 4:
                 randomX = 100.6f;
                 randomY = Random.Range(48.7f, -58.7f);
                 break;
         }
 
         transform.position = new Vector2(randomX, randomY);
 
         if (time <= 0.0f)
         {
             //Heres where i want to instantiate the object.
             time = maxtime;
         }
 
     }
 
     private void FixedUpdate()
     {
         if (time >= 0.0f)
         {
             time -= Time.deltaTime;
         }
     }






Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

2 Replies

· Add your reply
  • Sort: 
avatar image
0

Answer by stephen_gregory · Nov 18, 2020 at 06:59 PM

I didn't test that but I think you can rotate the prefab in the prefab mode then save then should work. Didn't test that but I think it should work.

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image stephen_gregory · Nov 18, 2020 at 07:05 PM 0
Share

Or if you want to change rotation via script maybe you can use

 public static Object Instantiate(Object original, Vector3 position, Quaternion rotation);

And set the rotation , something like this
Instantiate(cubePrefab, Vector3.zero, Quaternion.Euler(45, 0, 0));

avatar image
0

Answer by Omti1990 · Nov 18, 2020 at 10:46 PM

I'd go with something like this:

          if (time <= 0.0f)
          {
              //Heres where i want to instantiate the object.
             GameObject myProjectile = Instantiate(projectilePrefab, spawner.position, spawner.rotation , spawner)
          myProjectile.transform.LookAt(player.position);
 
              time = maxtime;
          }

You could probably also do this by replacing spawner.rotation with player.rotation and multiplying that with some Quaternion to turn the game object the way you want.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

197 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

The bullet only moves in one direction and does not rotate with object. Code: 1 Answer

(2D) Face Object in Direction of Travel 1 Answer

What is going on with Zxing Libary in portrait mode? 0 Answers

projectiles not correctly aiming in Unity2D 0 Answers

Is it better to use ParticleSystems on one GameObject OR instantiate ParticleSystems? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges