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Question by sam · Sep 15, 2010 at 04:40 AM · 2d-platformershooting

shooting in 2-d

Im trying to shoot in the y-axis however the bullet is coming from the left side in the z axis of the screen instead from the object I want it to come from This is my code

var projectile : Rigidbody; var initialSpeed = 20.0; var reloadTime = 0.5; var ammoCount = 20; private var lastShot = -10.0;

function Fire () { // Did the time exceed the reload time? if (Time.time > reloadTime + lastShot && ammoCount > 0) { // create a new projectile, use the same position and rotation as the Launcher. var instantiatedProjectile : Rigidbody = Instantiate (projectile, transform.position, transform.rotation);

// Give it an initial forward velocity. The direction is along the z-axis of the missile launcher's transform. instantiatedProjectile.velocity = transform.TransformDirection(Vector3 (0, 0, initialSpeed));

 // Ignore collisions between the missile and the character controller
 Physics.IgnoreCollision(instantiatedProjectile.collider, transform.root.collider);

 lastShot = Time.time;
 ammoCount--;

}

}

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avatar image skovacs1 · Sep 15, 2010 at 02:09 PM 0
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I think you're just a little confused about the axes themselves. In Unity, the global y axis represents the up vector while the x and z represent side vectors. The local x, y, and z axes represent the right, up and forward axes of the transform respectively. When you say you want to shoot in the y axis (or up axis), which one do you want local or global? Since you are creating a velocity vector3 of initialSpeed on the local Z axis of the transform, of course it will have a velocity along the local Z (not Y) axis. Please rephrase to provide a clearer idea of your use case?

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Answer by heiheiun · Jun 20, 2011 at 09:12 AM

To see "initialSpeed", in "transform.TransformDirection(0,0,initialSpeed)",

change to "transform.TransformDirection(0,initialSpeed,0)"

Because "transform.TransformDirection(x,y,z)"

 var projectile : Rigidbody;
 var initialSpeed = 20.0;
 var reloadTime = 0.5;
 var ammoCount = 20;
 private var lastShot = -10.0;
 
 function Fire ()
 { 
     // Did the time exceed the reload time?
     if (Time.time > reloadTime + lastShot && ammoCount > 0)
     {
         // create a new projectile, use the same position and rotation as the Launcher. 
         var instantiatedProjectile : Rigidbody = Instantiate (projectile, transform.position, transform.rotation);
 
             // Give it an initial forward velocity. The direction is along the z-axis of the missile launcher's transform.
             instantiatedProjectile.velocity = transform.TransformDirection(Vector3 (0, initialSpeed,0));
 
             // Ignore collisions between the missile and the character controller
             Physics.IgnoreCollision(instantiatedProjectile.collider, transform.root.collider);
 
             lastShot = Time.time;
         ammoCount--;
     }
 }
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