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Question by KokodokoGames · Jul 12, 2015 at 09:20 PM · positioncoordinateswidth

How to spawn object next to other object?

In my 2D game I have a bullet that needs to spawn next to my spaceship. Normally I would program it like this:

 bullet.x = ship.x + ship.width;

But, in Unity I am still struggling with the coordinate system. It seems somewhat overcomplex for something that should be so simple. My code (this a component of the spaceship).

 Transform shotTransform = Instantiate(shotPrefab);
 GameObject go = shotTransform.gameObject;
 
 float fullWidth = go.GetComponent<Renderer>().bounds.size.x;
 float halfWidth = go.GetComponent<Renderer>().bounds.extents.x;
 
 shotTransform.transform.position = new Vector3 (transform.position.x + halfWidth, transform.position.y, transform.position.z);

The pivot point of the ship is in the middle, and the bullet's pivot point is set to the left. But this code still doesn't work. The bullet spawns in the middle of the spaceship.

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Answer by FaizanDurrany · Jul 12, 2015 at 09:57 PM

Hello KokodokoGames

To achieve the result you want, make an empty gameobject at the position you want the "bullet" to spawn and then instantiate the "bullet" on the gameobject's position

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Answer by Glabrezu · Jul 12, 2015 at 10:07 PM

My best guess is the code should be like this:

 GameObject shot = (GameObject)Instantiate(shotPrefab); // or you can do Instantiate<GameObject>(shotPrefab);
 
 float fullWidth = gameObject.GetComponent<Renderer>().bounds.size.x; // you want the size of the ship, not of the bullet
 float halfWidth = gameObject.GetComponent<Renderer>().bounds.extents.x;
 
 shot.transform.position = new Vector3 (transform.position.x + halfWidth, transform.position.y, transform.position.z);
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Answer by Todd0824 · Jul 13, 2015 at 01:26 PM

You can simply make a Vector2 coordinate like:

 #You can Change the value of bulletCoord to whatever suits you
 public var bulletCoord : Vector2 = new Vector2(5,5);

And add to the spaceship coordinate like this:

 Instantiate(Bullet, Vector2(transform.position + bulletCoord), transform.rotation);

It's not tested yet, and not sure if it's what you wanted, but use if it is :)

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