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Question by AryaIsMe · Jun 07, 2021 at 08:43 PM · c#rotation3d

How can I add a rotation to my bullets when they are shot?

I haven't used rotation in a while so I can't remember how to do this. I am trying to make a random trajectory for my bullets and I want to add a random rotation but I don't know how to add the rotation. I commented in the script where the rotation should be added.

  using System.Collections;
  using System.Collections.Generic;
  using UnityEngine.UI;
  using UnityEngine;
  
  public class Player : MonoBehaviour
  {
      public GameObject bulletPrefab;
  
      public Camera playerCamera;    
  
      private Coroutine hasCourutineRunYet = null;
  
      public int ammo = 300;
      public Text Ammmo;
  
      private float xPos;
      private float zPos;
      private float yPos;
  
      private float rot;
  
      // Update is called once per frame
      void Update()
      {        
          Ammmo.text = "Ammo: " + ammo.ToString();        
          
          if(Input.GetMouseButtonDown(0))
          {
              if (hasCourutineRunYet == null)
                  hasCourutineRunYet = StartCoroutine(BulletShot());
          }
      }
  
      IEnumerator BulletShot()
      {
          xPos = Random.Range(-0.3f, 0.3f);
          yPos = Random.Range(-0.3f, 0.3f);
          zPos = Random.Range(-0.3f, 0.3f);
          rot = Random.Range(-10.0f, 10.0f);
  
          GameObject bulletObject = Instantiate(bulletPrefab);
          bulletObject.transform.position = playerCamera.transform.position + playerCamera.transform.forward + new Vector3(xPos, yPos, zPos) ; // add rotation here
          bulletObject.transform.forward = playerCamera.transform.forward;
  
          yield return new WaitForSeconds(1.0f);
          hasCourutineRunYet = null;
          ammo--;
      }
  }
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Answer by SoulBlaze06 · Jun 10, 2021 at 04:31 PM

This might help you...i have added #modified for the things i changed

   using System.Collections;
   using System.Collections.Generic;
   using UnityEngine.UI;
   using UnityEngine;
   
   public class Player : MonoBehaviour
   {
       public GameObject bulletPrefab;
 
 [Range(0f, 1000f)]  [SerializeField] private float Bullet_rotation_speed = 10f; // #Modified

// It is your choice if you want to use Range. It just adds a slider for you to control in inspector

       public Camera playerCamera;    
   
       private Coroutine hasCourutineRunYet = null;
   
       public int ammo = 300;
       public Text Ammmo;
   
       private float xPos;
       private float zPos;
       private float yPos;
   
       private float rot;
   
       // Update is called once per frame
       void Update()
       {        
           Ammmo.text = "Ammo: " + ammo.ToString();        
           
           if(Input.GetMouseButtonDown(0))
           {
               if (hasCourutineRunYet == null)
                   hasCourutineRunYet = StartCoroutine(BulletShot());
           }
       }
   
       IEnumerator BulletShot()
       {
           xPos = Random.Range(-0.3f, 0.3f);
           yPos = Random.Range(-0.3f, 0.3f);
           zPos = Random.Range(-0.3f, 0.3f);
           rot = Random.Range(-10.0f, 10.0f);
   
           GameObject bulletObject = Instantiate(bulletPrefab);
           bulletObject.transform.position = playerCamera.transform.position + playerCamera.transform.forward + new Vector3(xPos, yPos, zPos) ; // add rotation here
           // #Modified ... This can be used to rotate your prefab... Just put the x,y,z values in the vector3
           bulletPrefab.transform.Rotate(new Vector3(5f * Bullet_rotation_speed * Time.deltaTime, 0f, 0f));
           bulletObject.transform.forward = playerCamera.transform.forward;
   
           yield return new WaitForSeconds(1.0f);
           hasCourutineRunYet = null;
           ammo--;






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