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Question by dowens9021 · Apr 15, 2018 at 09:00 PM · c#rotationmovementpositionobjects

Objects not always Spawning At Correct Location

Using the Basic function for instantiating, (GO, v3, quaterion) bullets, sometimes but not always my bullets will be spawned a few units right or left with different rotation than intended. Previously I've never had this issue, the only difference is now I'm using a terrain but that shouldn't affect spawning locations of bullets.

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avatar image dowens9021 · Apr 15, 2018 at 09:04 PM 0
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Side Note: The faster the bullets the more profound the effect is

avatar image shadowpuppet · Apr 15, 2018 at 09:16 PM 0
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yeah, I have the same issue. For my "bullets" I am just spawning bulletholes where a raytrace hits so can't tell if they are "off" or not, but when I tried instantiating tracers for a visual effect I have the same issue where the source is either left or right of my gun barrel. $$anonymous$$y only guess being that a terrain slows the frame rate enough to lag the instantiation. Probably not but that is all i can think of

avatar image dowens9021 shadowpuppet · Apr 15, 2018 at 11:55 PM 0
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i dont think its FPS related becuase im getting over 500 frames while in my project

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Answer by Bleakmountain50 · Apr 15, 2018 at 11:01 PM

make a public gameobject called target then put this in where ever it spawns the object transform.position = target.transform.position; make sure that "target" is a gameobject thats at the place you want the bullet to spawn

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avatar image shadowpuppet · Apr 15, 2018 at 11:15 PM 0
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that is what I do ...it's not that the bullets ( or in my case, the tracers) aren't spawning at the muzzle location because if I am not moving my gun they look fine. It's only when I am moving the gun around ( it's a turret gun) do the tracer spawns seem to lag a frame or two behind the gun movement. Target is a child of the gun so it is also moving with the gun. I kind of think I know the problem is in that the gun script ( from store) uses LateUpdate to fire bullets ( the sound of gunshot is called there so I figure so is everything else fro firing and that is where the instantiate tracers is called.) while the turret movement is in the update function. Think that is the cause for the visual lag?

avatar image dowens9021 · Apr 15, 2018 at 11:54 PM 0
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I do have a "BulletSpawner" GO, at the end of my muzzle but still no luck. I just dont understand why the objects are not spawning at BulletSpawner.position and BulletSpawner.rotation. In past projects I've never had an issue with this.

avatar image shadowpuppet dowens9021 · Apr 16, 2018 at 12:05 AM 0
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just to double check.... because I made this mistake before - I didn't take the collider component off the the bulletspawner GO and my bullets had RB on them so the collider messed up the instantiated bullet

avatar image dowens9021 shadowpuppet · Apr 16, 2018 at 12:09 AM 0
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Yeah i know what you mean but my Spawners are clean nothing but Transform

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Answer by Firas4d · Apr 16, 2018 at 07:05 AM

Hi, do the bullets have colliders/rigidbodies attached to them? if so, then each time 2 bullets get instantiated at the same place, one of them may move according to the physics engine calculations. Using physics layer mask will solve your problem.

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