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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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