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Question by Orloffyeah · Jan 05, 2013 at 09:20 PM · bulletgun

Bullet Not Moving

Hi, I have been following Eteeski's tutorials series in which he explains how to make a visual bullet in Unity, and I managed to copy the script that he used for the bullet, but when I shoot the bullet spawns but it doesn't move, it just freezes in the scene, and I was hoping that someone else than me could check the script and see what is wrong, because I don't see anything on it that might cause the problem.

Bullet Script

 var speed : float = 500;
 var randomAngle : float = 0;
 var lifeTime : float = 3;
 var bulletGravity : float = 9.8;
 var decalHitWall : GameObject;
 var floatInFrontOfWall : float = 0.0001;
 
 @HideInInspector
 var moveDirection : Vector3;
 @HideInInspector
 var shortestSoFar : float;
 
 @HideInInspector
 var instanciatePoint : Vector3;
 @HideInInspector
 var instanciateRotation : Quaternion;
 @HideInInspector
 var foundHit : boolean = false;
 @HideInInspector
 var parentToAdd : Transform;
 
 function Awake()
 {
     transform.Rotate((Random.value * 2 * randomAngle) - randomAngle, 0, Random.value * 360);
     moveDirection = transform.forward * speed;
     shortestSoFar = Mathf.Infinity;
     foundHit = false;
 }
 
 
 
 function Update () 
 {
     transform.rotation = Quaternion.LookRotation(moveDirection);
     var hits : RaycastHit[];
     hits = Physics.RaycastAll(transform.position, transform.forward, speed * Time.deltaTime);
     for (var hit in hits)
     {
         if(hit.transform.tag == "Level Parts")
         {
             if(Vector3.Distance(transform.position, hit.point) < shortestSoFar);
             instanciatePoint = hit.point + (hit.normal * (floatInFrontOfWall + Random.Range(0, 0.01)));
             instanciateRotation = Quaternion.LookRotation(hit.normal);
             parentToAdd = hit.transform;
             shortestSoFar = Vector3.Distance(transform.position, hit.point);
             foundHit = true;
             
         }
         
     }
     
     if(foundHit)
     {
         var spawnedBulletHole : GameObject = Instantiate(decalHitWall, instanciatePoint, instanciateRotation);
         if (parentToAdd)
             spawnedBulletHole.transform.parent = parentToAdd;
         Destroy(gameObject);}
         
     transform.position + moveDirection * Time.deltaTime;
     moveDirection.y -= bulletGravity * Time.deltaTime;
     
     lifeTime -= Time.deltaTime;
     if (lifeTime < 0)
         Destroy(gameObject);
 }

Please help, I tried to contact him but he doesn't answers and I would like to know how to fix it.

Thanks for your time.

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Answer by AlucardJay · Jan 06, 2013 at 05:27 AM

It looks like you have this line wrong :

 transform.position + moveDirection * Time.deltaTime;

should be

 transform.position += moveDirection * Time.deltaTime;

note the +=

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avatar image Orloffyeah · Jan 06, 2013 at 06:34 PM 0
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Thanks, it WOR$$anonymous$$ED! :)

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