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Rotate From SpawnPoint TO Transform Rotation
Hello Everyone
i Got Problem With Shooting Bullet
its shoot from the spawnPoint [Weapon] To Forward
i actually need it to shoot from SpawnPoint To Forward but with rotate
Lemme Show You This Photo, Might Explain Better
//So In Instantiate i use
SpawnPoint.rotation
//i should changed it and make to go to the center
Answer by robertbu · Apr 26, 2013 at 05:59 PM
As with any mouse position, you have to convert the 2D coordinate into one in 3D space by specifying a Z distance in front of the camera for the point, but works the same way no matter where the camera faces:
function Update() {
var v3 = Vector3(Input.mousePosition.x, Input.mousePosition.y, Camera.main.nearClipPlane);
v3 = Camera.main.ScreenToWorldPoint(v3);
Debug.DrawLine(transform.position, v3, Color.green);
}
sry i guess question totally changed :)
ur Code Helpfull! +1
Yes, the question totally changed. The angle you rotate the bullet to will vary depending on how far in front of the ray your hit point is. Assu$$anonymous$$g you have a ray up from "$$anonymous$$e", typically the code would work something like this (untested):
RaycasyHit hit;
Vector3 v3HitPoint;
if (Physics.Raycast(ray, out hit) {
v3HitPoint = hit.point;
}
else
v3HitPoint = ray.GetPoint(defaultDistance);
GameObject go = Instantiate(goPrefab, transform.position, Quaternion.identity) as GameObject;
go.transform.LookAt(v3HitPoint);
go.Rigidbody.AddForce(go.transform.forward * 2000);
umm,, we cant just do the CrossHair then i will make the bullet at crosshair Transform Forward
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