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Question by ExpiredIndexCard · Apr 08, 2013 at 08:04 AM · instantiatetransformprefabshoot

Bullet not always shooting in forward direction. Code included.

     public Rigidbody bullet;
     public float speed;
     Rigidbody clone;
     
     void Update () {
         if (Input.GetKeyDown("space")){
             clone = Instantiate(bullet, transform.position, transform.rotation) as Rigidbody;
             clone.velocity = transform.forward * speed * Time.deltaTime;
             Destroy(clone.gameObject, 15);
         }
     }

My bullet is not always in the forward direction. Sometimes it doesn't even shoot. Please help and thanks

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avatar image Prodigga · Apr 08, 2013 at 08:17 AM 0
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we might need some more information, but the issue could be that the object you are instantiating from probably has a rigid body, and by instantiating the bullet object inside of it, you get some funky behaviour on your bullets velocity

avatar image ExpiredIndexCard · Apr 08, 2013 at 08:37 AM 1
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I didn't realize that. Thanks!

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Answer by whydoidoit · Apr 08, 2013 at 08:21 AM

@Prodigga has a good point in the comments plus if for instance you instantiate the bullet rigidbody directly ontop of whatever is shooting it and that thing has a collider then all hell will break loose :)

You might want to try

  clone = Instantiate(bullet, transform.position + transform.forward * 1, transform.rotation) as Rigidbody

Where you should change the * 1 to be the size of the thing that is doing the shooting/2 + a fudge factor.

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avatar image ExpiredIndexCard · Apr 08, 2013 at 08:37 AM 1
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Thanks that was why it wasn't working. Thanks!

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Answer by RyanZimmerman87 · Apr 08, 2013 at 08:20 AM

My first guess is that you should use Quaternion.identity instead of transform.rotation

so the line of code:

clone = Instantiate(bullet, transform.position, transform.rotation);

might need to be:

clone = Instantiate(bullet, transform.position, Quaternion.identity);

Another possibility is that you need to ignore collision for the bullet with the object it is shot from like this but with correct variables for your project:

Physics.IgnoreCollision(bullet.collider, player.collider);

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