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Question by cloudnine1098 · Mar 07, 2013 at 05:14 AM · raycastpositionmouseweaponisometric

Fire weapon from turret to mouse position (3D Isometric shooter)

Hey So I have a script set up for a "Missile Command" type arcade shooter. The perspective is a 3d isometric view so I want the turret to be the origin for the raycast and fire off onto the enemies that appear. I can't get any ray or instantiate to correctly work. Here is my script:`

using UnityEngine;

using System.Collections;

public class Turret2 : MonoBehaviour {

 public Transform cannon;
 public Transform bullet;
 private GameObject spawnPt;

 // Use this for initialization
 void Start ()
 {
     
     spawnPt = GameObject.Find ("oneSpawn");
     
     Vector3 myTransform = cannon.transform.forward;
 }
 
 // Update is called once per frame
 void Update ()
 {
     
     if (Input.GetKey (KeyCode.Mouse0)) { 
     
         Vector3 myTransform = cannon.transform.forward;
         
         Ray ray = Camera.main.ScreenPointToRay (Input.mousePosition);
     
         RaycastHit Hit;
     
         if (Physics.Raycast (ray, out Hit, 1000)) {
  
             if (Hit.collider.gameObject.CompareTag ("Sky")) {
             
                 Debug.DrawRay (transform.position, myTransform, Color.red);
                 
                 GameObject newProjectile = Instantiate (bullet, spawnPt.transform.position, Quaternion.identity) as GameObject; 
                
                 newProjectile.transform.LookAt (Hit.point); 
                 
                 newProjectile.rigidbody.velocity = newProjectile.transform.forward * 10;
                 
             }
         }
 
     }
 }

}`

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Answer by robertbu · Mar 07, 2013 at 07:02 AM

I made a few changes to your script and posted it below. I think most of your problems were in the last line...the way you were shooting the projectile:

 using UnityEngine;
 using System.Collections;
 
 public class Turret2 : MonoBehaviour {
 
 public Transform cannon;
 public GameObject bullet;
 private GameObject spawnPt;
  
 void Start () {
     spawnPt = GameObject.Find ("oneSpawn");
     Vector3 myTransform = cannon.transform.forward;
 }
  
 void Update ()
 {
     if (Input.GetMouseButtonDown (0)) { 
        Vector3 myTransform = cannon.transform.forward;
             
        Ray ray = Camera.main.ScreenPointToRay (Input.mousePosition);
        RaycastHit Hit;
        if (Physics.Raycast (ray, out Hit, 1000)) {
          if (Hit.collider.name  == "Plane") {
           Debug.DrawRay (transform.position, myTransform, Color.red);
           GameObject newProjectile = Instantiate (bullet, spawnPt.transform.position, Quaternion.identity) as GameObject; 
           newProjectile.transform.LookAt (Hit.point); 
           newProjectile.rigidbody.AddRelativeForce(Vector3.forward * 2000);
          }
        }
     }
 }
 }
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avatar image cloudnine1098 · Mar 07, 2013 at 07:28 AM 0
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Thanks! I'll try it out!

avatar image cloudnine1098 · Mar 07, 2013 at 09:27 AM 0
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It spawns now, but it goes up in velocity only, and the laser rigidbody just falls back down.

avatar image robertbu · Mar 07, 2013 at 03:17 PM 0
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I tested the code before I posted it, and it worked fine on my machine. I'm not sure what a 'laser' rigidbody is since it is not in the code above. Take this code and put it in a new scene. Create a cube for the 'cannon', and put a spawn point in front of it (positive Z side). $$anonymous$$ake sure the bullet you use is a real prefab, not a scene item. Try it and let me know how it works.

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