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Question by SheppardX · Oct 26, 2013 at 08:16 AM · turret

Runny Turret Shot (Android)

Hey Unity Community,

i need your held. I'm building a tower defense and hbae following problem. The shots of the towers skip whole frames and are only behind the enemies Visible, they do not meet, what can I do that will always hit the opponent? this is the Turret script fire mehode

 void FireProjectile(){
         Rigidbody clone;
         for(int i = 0;i< muzzlePositions.Length;i++){
             Transform theMuzzlePos = muzzlePositions[i];            
             clone = ((GameObject)Instantiate(myProjectile, theMuzzlePos.position, theMuzzlePos.rotation)).rigidbody;
             clone.GetComponent<Projectile_Cannon>().target = hit.point;
         }
     }

and here the Projetctil

 public class Projectile_Cannon : MonoBehaviour {
 
 public float mySpeed = 10;
 public float myRange = 10;
 public Vector3 target;
 private float myDist;
 
 void Update () {
 
     /**transform.Translate(Vector3.forward * Time.deltaTime * mySpeed);
     myDist += Time.deltaTime * mySpeed;
     if(myDist >= myRange)
         Destroy(gameObject);
     **/
     transform.position = Vector3.MoveTowards(transform.position, target, mySpeed * Time.deltaTime);
     
 }
 
 void OnCollisionEnter(Collision collision){
     if(collision.gameObject.tag == "Enemy"){
         Destroy(gameObject);        
     }
 }
 }
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