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Question by RaduMitroi · Feb 10, 2021 at 02:34 PM · rigidbodyshootingbullet

How to shoot my bullets straight regarding of mouse movement

So I have this space ship shooting instanced spheres with rigidbody on them. The rigidbody doesn't use gravity and I'm shooting the bullets by applying a force with this script:

 private void Fire()
     {
         GameObject bullet = Instantiate(laserPrefab);
         GameObject bullet2 = Instantiate(laserPrefab);
 
         Physics.IgnoreCollision(bullet.GetComponent<Collider>(), shuttleCollider.GetComponent<Collider>());
         Physics.IgnoreCollision(bullet2.GetComponent<Collider>(), shuttleCollider.GetComponent<Collider>());
 
         bullet.transform.position = laserEmitter.position;
         bullet2.transform.position = laserEmitter2.position;
         Vector3 rotation = bullet.transform.rotation.eulerAngles;
         Vector3 rotation2 = bullet2.transform.rotation.eulerAngles;
         bullet.transform.rotation = Quaternion.Euler(rotation.x, transform.eulerAngles.y, rotation.z);
         bullet2.transform.rotation = Quaternion.Euler(rotation2.x, transform.eulerAngles.y, rotation2.z);
 
         bullet.GetComponent<Rigidbody>().AddForce(laserEmitter.forward * laserSpeed, ForceMode.Impulse);
         bullet2.GetComponent<Rigidbody>().AddForce(laserEmitter.forward * laserSpeed, ForceMode.Impulse);
 
         StartCoroutine(DestroyBulletAfterTime(bullet, bulletDeathTime, bullet2));
     }

.

But unfortunately the bullets are kind of "stuck in time" when I move my mouse left-right fast enough, and instead I want them to shoot in a perfect straight line forward at all times, no matter how fast I move my mouse. What should I change to achieve that?

Here's a gif with the movement right now

Here's how the shooting looks at the moment: alt text

capture.png (179.4 kB)
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