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Question by MattR · May 29, 2012 at 04:00 PM · positioning

Correctly positioning the start of projectile position

I have the following code;

     if (Bullet == null)
         Bullet = Instantiate(Resources.Load("PrefabBullet")) as GameObject;

     GameObject o = GameObject.FindGameObjectWithTag("Player");
     var player = o.transform;

     var shootPos = player.position + player.forward * 0.9f;
     //Position the bullet to come from the middle of the player
     //shootPos.z = shootPos.z - 1.0f;
     //shootPos.x = shootPos.x - 0.5f;

     var instance = (GameObject)Instantiate(Bullet, shootPos, player.rotation);

     Vector3 bulletDirection = new Vector3(target.position.x-transform.position.x, 
     0.0f, 
     target.position.z-transform.position.z ) * bulletSpeed;

     //Debug Statements
     //print(transform.position);
     //print(target.position);
     //print(bulletDirection);

     instance.rigidbody.velocity = bulletDirection;

Now when I trigger the shot button my projectile is drawn on the screen and moves towards my target. What I am struggling to understand is how to make the projectile start from the center of my 'player' model, and then to travel in a horizontal plane towards the target. (I have gravity behaviour off). It seems that no matter how I tweak the shootPos I cannot get it to be consistently at the center of the player, nor to move in a horizontal line. (It moves straight, but sometimes goes up at an angle to the horizontal plane.)

I guess this is either down to some bug in my above code, or more likely down to my understanding of the math involved. So can somoen explain to me what I am doing wrong, or what incorrect assumption I have made?

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avatar image MattR · May 29, 2012 at 04:29 PM 0
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shadowriffe. That has helped some. However if I am shooting straight ahead, there still appears to be some glitch in the position of the projectile (it leaves the character, and then jumps slightly.)

Whats infuriating is that I have added a collision detection script to the projectile, and that isn't triggering, so I can't stop it and try to see whats happening.

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Answer by shadowriffe · May 29, 2012 at 04:10 PM

Just a shot in the dark here, but there may be some weird collisions happening inside your character before the projectile leaves.

http://unity3d.com/support/documentation/ScriptReference/Physics.IgnoreCollision.html

Take a look at that function, and see if keeping the collider of your projectile and the collider of your character from colliding helps.

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