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Question by reddaj · Oct 26, 2020 at 11:21 AM · bulletrigidbody.velocity

When player shoot a butllet, the bullet does not go straight at what the player is facing.

Hello, I am trying to shoot without using mouse position. My player rotate to the right o the left. The player is the middle center of the screen in a fixed point. in the middle of the screen. When the player shoot the bullet goes up. If I change the script, the bullet goes up and right or left but never goes at what the player is facing.

here is the code I have.

PlayerScript.c# [SerializeField] GameObject bulletPrefab; [SerializeField] GameObject bulletPosition;

private void Rotate(float rotation) // rotate to the left or right { transform.rotation = Quaternion.Euler(Vector3.forward * rotation); }

void Shoot() { GameObject bullet = Instantiate(bulletPrefab, bulletPosition.transform.position, bulletPosition.transform.rotation) as GameObject; bullet.GetComponent().velocity = new Vector2(0, 1) * 5f; }

I had try : -AddRelativeForce -AddForce

But nothing works. The most near script that works for me is Vector2 direction = new Vector2(bulletPosition.transform.position.x, bulletPosition.transform.position.y); direction.x = -1; Rigidbody2D rb = bullet.GetComponent(); rb.velocity = (direction -1) * speed;

but still does not work properly.

Thanks.

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Answer by wewewu · Oct 26, 2020 at 06:35 PM

GameObject bullet = Instantiate(bullet, transform.position, transform.rotation) bullet.GetComponent().velocity = bullet.transform.forward * speed;

this script should be apply to the camera

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Answer by reddaj · Oct 26, 2020 at 09:43 PM

Thank you, I solved this issue. I have to add a bullet script to the bullet itself. That works super fine for me.

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