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 muddmover · Feb 22, 2012 at 12:05 AM · gravityshootingfire rate

How to change the speed of a projectile?

hi. im new to unity. i am creating a simple shooting game. I am using the unity code for a first person shooter (below), but want to know how i can change the speed of the bullet, and how to "turn off gravity".

var projectile : Rigidbody; var speed = 20;

 function Update()
 {
     if( Input.GetButtonDown( "Fire1" ) )
     {
         var instantiatedProjectile : Rigidbody = Instantiate(
     projectile, transform.position, transform.rotation );

         instantiatedProjectile.velocity =
     transform.TransformDirection( Vector3( 0, 0, speed ) );

         Physics.IgnoreCollision( instantiatedProjectile. collider,
     transform.root.collider );
 }

}

Thanks!!

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 Berenger · Feb 22, 2012 at 12:30 AM

About the speed of the bullet when it is shot, that's what the speed variable is for. While it's on air though, you'll need a reference on that bullet and do bullet.rigidbody.velocity *= something;

The gravity is in Physics.gravity.

Comment
Add comment · Show 3 · 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 muddmover · Feb 22, 2012 at 01:05 AM 0
Share

Hmmm... I tried editing the speed variable, and it didnt work. Also, what do you mean by bullet.rigidbody.velocity *= something?

avatar image Berenger · Feb 22, 2012 at 02:37 AM 0
Share

If you divide the velocity vector, the bullet will slow down. And as I think division is the tool of the devil, i prefere multiply by the inverse. I guess bullet.rigidbody.velocity *= 0.5 is more understandable.

avatar image muddmover · Feb 22, 2012 at 03:02 AM 0
Share

Thanks a lot!

avatar image
0

Answer by aldonaletto · Feb 22, 2012 at 02:38 AM

You can set instantiatedProjectile.useGravity to false to disable gravity. About the projectile speed, it's defined by the variable speed, as @Berenger said. Once fired, the projectile keeps its velocity constant for the eternity (unless gravity is enabled or Drag isn't zero). var projectile : Rigidbody; var speed = 20; // this sets the speed in meters/second

function Update() { if( Input.GetButtonDown( "Fire1" ) ) { var instantiatedProjectile : Rigidbody = Instantiate( projectile, transform.position, transform.rotation ); instantiatedProjectil.useGravity = false; // disable gravity // set the bullet speed: instantiatedProjectile.velocity = transform.TransformDirection( Vector3( 0, 0, speed ) ); Physics.IgnoreCollision( instantiatedProjectile. collider, transform.root.collider ); } }

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

7 People are following this question.

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

Related Questions

Firerate problem 2 Answers

Grappling Hook 0 Answers

Trying to make an enemy fire at the player 1 Answer

How to change the fire rate on my shooting script? 1 Answer

Excess shot at the first press of a button. 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