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Question by thef1chesser · Oct 13, 2014 at 11:09 AM · c#instantiateprefabvelocity

How to instantiate a prefab with initial velocity?

I have found this http://answers.unity3d.com/questions/274669/instantiate-with-initial-velocity.html but there's no such thing as Object.AddForce() in C#.

What happens now is that I am firing my weapon and instantiates in front of my car, which I will then run over because it starts with 0 velocity. I would like to have the weapon start with the same velocity as my car.

             // forward firing start location
             Vector3 start = transform.position;
             start.z += localVelocity.normalized.z*5;

             if (weapons[0] == Arsenal.Spin)
             {
                 Object obj = Instantiate(Prefab[0], start, transform.rotation);    
             }
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Answer by thef1chesser · Oct 13, 2014 at 12:20 PM

             // forward firing start location
             Vector3 start = transform.position;
             start += transform.forward.normalized * 10;

             if (weapons[0] == Arsenal.Spin)
             {
                 GameObject obj = (GameObject)Instantiate(Prefab[0], start, transform.rotation);
                 obj.rigidbody.velocity = transform.rigidbody.velocity;
             }



this gives me the result I was searching for.

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Answer by yuukive · May 03, 2015 at 02:53 PM

thef1chesser's answer works perfectly for older version of Unity.

For people who are using Unity 5, replace

 obj.rigidbody.velocity

with

 obj.GetComponent<Rigidbody2D>().velocity

That should do the trick for Unity 5 users ;)

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avatar image coeing · May 18, 2017 at 02:00 PM 1
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It should be:

 obj.GetComponent<Rigidbody>().velocity

Rigidbody2D is only for 2D and was previously accessed with rigidbody2D

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