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Question by merricko · Mar 27, 2014 at 04:00 PM · 2d

bullet instance firing at 90 degree angle

im creating a projectile instance and setting it's rotation and movement to head toward the mouse but it keeps firing at a 90 degree angle clockwise. Tired toying around but no success, any ideas?

 //Get mouse co-ordinates relative to screen
             Vector3 mousePosition = Input.mousePosition;
 
             mousePosition = mousePosition;
             //Get mouse co-ordinates relative to world
             mousePosition = Camera.main.ScreenToWorldPoint(mousePosition);
 
             // If the player is facing right...
             if(playerCtrl.facingRight)
             {
                 // ... instantiate the rocket facing right and set it's velocity to the right. 
                 Rigidbody2D bulletInstance = Instantiate(rocket, transform.position, Quaternion.LookRotation(transform.position - mousePosition , Vector3.forward)) as Rigidbody2D;
 
                 bulletInstance.AddForce(bulletInstance.transform.right * speed);
             }
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avatar image Destran · Mar 27, 2014 at 04:04 PM 0
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What happens if you do

 bulletInstance.AddForce(bulletInstance.transform.forward * speed);

Ins$$anonymous$$d? Because using transform.right is basically saying (1,0,0) * speed, so it will always fly to the right I believe.

avatar image merricko · Mar 27, 2014 at 04:49 PM 0
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fires at 180 degree angle and the projectile is oriented wrong by using bulletInstance.AddForce(bulletInstance.transform.right * speed);

i keep moving right in the projectiles local axis

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Answer by trololo · Mar 27, 2014 at 05:02 PM

Don't use AddForce(), but Translate() or MoveToward() to move your bullet from your player location to your target (in Update() or a coroutine).

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avatar image merricko · Mar 28, 2014 at 01:44 PM 0
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initially I was just adding a velocity to my rigid body but it would only use the global axis as opposed to it's local axis.

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