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Question by fluxhackspro · Sep 13, 2017 at 08:50 AM · rotationrigidbodyaddforce

Instantiating bullet and moving forward with rigidbody

Hello i have a script for the players shooting, the original script works fine (script 1). But when i try to add a bullet spread i rotate it with a random value on the y axis but it doesnt rotate and instead just goes one way, even if i rotate the player. (script 2)

Any help is welcome.

UPDATE I changed the code a bit and now it works, but it doesnt go where the player looks

                     nextFire = Time.time + fireRate;
                     //spawn bullet
                     ammo--;
                     GameObject spawnedBullet2 = Instantiate (bulletPrefab) as GameObject;
                     spawnedBullet2.GetComponent<Laser> ().laserDamage = damage;
                     spawnedBullet2.transform.position = spawnPos.transform.position;
 
                     Rigidbody rb1 = spawnedBullet2.GetComponent<Rigidbody> ();
                     //spawnedBullet2.transform.rotation = transform.rotation;
                     Quaternion rot = new Quaternion(transform.rotation.x, spawnPos.transform.rotation.y + Random.Range (-recoil, recoil), spawnPos.transform.rotation.z, 2);
                     spawnedBullet2.transform.rotation = rot;
                     rb1.AddForce (spawnedBullet2.transform.forward * 1000);
                     //rb1.velocity = spawnedBullet2.transform.forward * force;

(Script 2)

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.UI;
 
 public class ShootScript : MonoBehaviour {
 
     public string weaponName = "null";
     public GameObject bulletPrefab;
     public float force;
     public float fireRate;
     public Transform spawnPos;
     public float recoil;
     public float damage;
 
     float nextFire;
 
     public float ammo;
     public float maxAmmo;
 
     public Text ammoP1;
     public Text ammoP2;
 
     void Start ()
     {
         ammo = maxAmmo;
     }
 
     void FixedUpdate ()
     {
         //fix ammo
         if (ammo > maxAmmo)
         {
             ammo = maxAmmo;    
         }
 
         if (ammo < 0)
         {
             ammo = 0;
         }
 
         //shoot
         if (this.tag == "P1")
         {
             //text
             ammoP1.text = ammo.ToString("F0");
 
             if (ammo > 0)
             {
                 if (Input.GetKey (KeyCode.Space) && Time.time > nextFire)
                 {
                     nextFire = Time.time + fireRate;
                     //spawn bullet
                     ammo--;
                     GameObject spawnedBullet2 = Instantiate (bulletPrefab) as GameObject;
                     spawnedBullet2.GetComponent<Laser> ().laserDamage = damage;
                     spawnedBullet2.transform.position = spawnPos.transform.position;
 
                     Rigidbody rb1 = spawnedBullet2.GetComponent<Rigidbody> ();
                     //spawnedBullet2.transform.rotation = transform.rotation;
                     spawnedBullet2.transform.rotation = new Quaternion (spawnPos.transform.rotation.x, spawnPos.transform.rotation.y + Random.Range (-recoil, recoil), spawnPos.transform.rotation.z, 0);
                     rb1.AddForce (spawnedBullet2.transform.forward * 1000);
                     //rb1.velocity = spawnedBullet2.transform.forward * force;
                 }
             }
         }
 
         if (this.tag == "P2")
         {
             //text
             ammoP2.text = ammo.ToString("F0");
 
             if (ammo > 0)
             {
                 if (Input.GetKey (KeyCode.Space) && Time.time > nextFire)
                 {
                     nextFire = Time.time + fireRate;
                     //spawn bullet
                     ammo--;
                     GameObject spawnedBullet2 = Instantiate (bulletPrefab) as GameObject;
                     spawnedBullet2.GetComponent<Laser> ().laserDamage = damage;
                     spawnedBullet2.transform.position = spawnPos.transform.position;
 
                     Rigidbody rb1 = spawnedBullet2.GetComponent<Rigidbody> ();
                     //spawnedBullet2.transform.rotation = transform.rotation;
                     spawnedBullet2.transform.rotation = new Quaternion (spawnPos.transform.rotation.x, spawnPos.transform.rotation.y + Random.Range (-recoil, recoil), spawnPos.transform.rotation.z, 0);
                     rb1.AddForce (spawnedBullet2.transform.forward * 1000);
                     //rb1.velocity = spawnedBullet2.transform.forward * force;
                 }
             }
         }
     }
 }
 


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