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Question by FizzyBear · Apr 09, 2012 at 09:04 PM · animationjavascriptshooting

Shooting length

 var projectile : Transform;
 
 var bulletSpeed : float = 100;
 
 function Update () 
 {
     // Put this in your update function
     if (Input.GetMouseButtonDown(0)) {
 
     // Instantiate the projectile at the position and rotation of this transform
     var clone : Transform;
     clone = Instantiate(projectile, GameObject.Find("spawnPoint").transform.position, transform.rotation);
 
     // Add force to the cloned object in the object's forward direction
     clone.rigidbody.AddForce(clone.transform.forward * 1000);
     }
     Destroy(clone.gameObject, 5);
     }

Okay, so what this code does is generates a clone of my fireball (projectile) when the user has clicked on the LMB. However when it instantiates, it goes forward by 10m and then falls to the ground. How do I make it so that when it's created it goes in a straight line (like a raycast). I've set it to destroy after 5 seconds so it should disappear in the air.

So the real question is, how do I make it stay in the air?

Look forward to your answers.

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Answer by ExTheSea · Apr 09, 2012 at 10:42 PM

you had to uncheck the Use Gravitiy Checkbox under the rigidbody sector of your fireball gameobject/prefab.

hope this helped

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avatar image FizzyBear · Apr 10, 2012 at 12:33 AM 0
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Fml, no idea how I overlooked that! I absolutely forgot about this. Siiigh. Huge flop on my behalf.

Thanks!

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