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Question by Heu · Apr 24, 2013 at 04:10 AM · forcerelativephysic

Adding Forces. Making It Move Strangely.

I have a 2D top do`enter code here`wn shooter with XZ Axis. It's basic, move around and shoot with mouse, but when you click away and or on the character the bullets move very weird and never constant...

When you click near the character the bullets move left or right and never straight to their relative rotation. When you click farther away from the character they travel a lot faster than the usual speed.

Here's an example in a webplayer. Click on the character and farther away from it and you'll see how the bullet travels. Im guessing it may have to do something with the AddForce.

WEBPLAYER HERE! (Dropbox)

 using UnityEngine;
 using System.Collections;
 
 public class playerShoot : MonoBehaviour {
     
     public Transform bullet;
     
     public float bulletSpeed;
     public float sprayFactor;
     
     public float minLength;
     public float maxLength;
     
     public float shotTimer;
     
     public bool canShoot = true;
     
     // Update is called once per frame
     void Update () {
         
         
         if(Input.GetMouseButton(0)){
             if(canShoot){
                 var sprayY    = Random.Range(-sprayFactor,sprayFactor);    
                 var bulletLength = Random.Range(minLength,maxLength);
                 var activeBullet = Instantiate(bullet,transform.position,transform.rotation) as Transform;
             
                 activeBullet.transform.localScale = new Vector3(.2f,bulletLength,.2f);
                 activeBullet.transform.Rotate(new Vector3(0f,sprayY,0f));
                 activeBullet.rigidbody.AddRelativeForce(Vector3.forward * bulletSpeed);
                 
                 canShoot=false;
                 StartCoroutine("shotTime");
             }
             else{
             }
         }
     }
     
     IEnumerator shotTime(){
         yield return new WaitForSeconds(shotTimer);
         canShoot=true;
     }
 }
 


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avatar image SergeantBiscuits · Apr 24, 2013 at 10:36 AM 0
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Is your main character using a "lookAt" command to look towards the mouse? I'm wondering if his transform is actually tilting up or down as the mouse gets closer to him.

avatar image prototype7 · Apr 24, 2013 at 11:23 AM 0
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maybe you can try this to replace AddForce

 activeBullet.rigidbody.velocity = transform.TransformDirection(new Vector3(0,0,bulletSpeed)); 
avatar image Heu · Apr 24, 2013 at 12:09 PM 0
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@$$anonymous$$antBiscuits $$anonymous$$y player is using a LookRotation

 Vector3 to = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, distanceFromCamera));
         Quaternion rot = Quaternion.LookRotation(to  - transform.position, Vector3.up);
         transform.rotation =rot;

@Prototype7 That actually fixed the odd movement when you click on the character, but the firing speed still isn't constant when you click away or closer to the character.

avatar image prototype7 · Apr 25, 2013 at 12:54 AM 0
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For me it easier to make empty game object and put this as a child of your player(turret) this will make bullet direction follow your player, and add this script to the empty. you also want to avoid collusion between your bullet by setting collider to is trigger.

 public class Launcher : $$anonymous$$onoBehaviour
 {
     public Rigidbody bullet;
     public float bulletSpeed;
 
     // Update is called once per frame
     void Update()
     {
         if (Input.Get$$anonymous$$ouseButton(0))
         {
             var activeBullet = Instantiate(bullet, transform.position, transform.rotation) as Rigidbody;
             activeBullet.rigidbody.velocity = transform.TransformDirection(new Vector3(0, 0, bulletSpeed));
             Physics.IgnoreCollision(transform.root.collider, activeBullet.collider, true);
         }
     }
 }

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