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vector3.forward doesn't work when used in Rigidbody?
Hello I'm trying to get a ball shooting in the direction that the camera is looking towards. I now got the sphere to spawn facing the direction the camera is facing but when i use bullet.rigidbody.AddForce(Vector3.forward * 1000); it will simply shoot the sphere in the world's Z axis direction.
complete code
 public class Player : MonoBehaviour
 {
 
     GameObject bullet;
     public float power;
 
     // Use this for initialization
     void Start()
     {
 
     }
 
     // Update is called once per frame
     void Update()
     {
         if (Input.GetKeyDown(KeyCode.J))
         {
             Fire_Bullet();
         }
     }
 
     void Fire_Bullet()
     {
         Debug.Log("test");
         bullet = (GameObject)Instantiate(Resources.Load("Bullet"), transform.position, transform.rotation);
         bullet.rigidbody.AddForce(Vector3.forward * 1000);
     }
 
 }
Answer by LukaKotar · Mar 06, 2014 at 11:50 PM
Try bullet.transform.forward instead. 
Thanks This works perfectly! is this working because it has something to do with local/global axes?
that is precisely why. Unity globally defines "forward" as the positive z direction.
Vector3.forward is the global (world space) Z axis (0,0,1), and transform.forward is the local Z axis (based on the objects rotation). This is why - as mentioned in the question - it flew along the Z axis in world space. Apologies for late reply. 
Answer by Cognitive Dissonance · Mar 07, 2014 at 12:31 AM
I think forward is the (0,0,1) vector which is the Z direction. Im not sure i understand the direction you want to shoot at. If its the x axis i think you use the right vector and if its the y axis the up vector.
Your answer
 
 
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