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Question by DWallace3099 · Dec 21, 2013 at 12:33 AM · mousebulletshoot

Have an object move towards the mouse, but...

Hey guys, I have this code for a bullet that heads to the mouse's position when created. It works and all, but I have one problem. When the bullet reaches the point where the mouse was clicked, it stops there. How can i get the bullet to keep going past there?

Here's my code

 sing UnityEngine;
 using System.Collections;
 
 public class BulletRight: MonoBehaviour {
     
     public int timer = 100;
     public float speed = 40f;
     public float RotationSpeed=100;
     public float distance;
     
     //values for internal use
     private Quaternion _lookRotation;
     private Vector3 _direction;
     private Vector3 targetPos;
     
     // Use this for initialization
     void Start () {
         distance = transform.position.z - Camera.main.transform.position.z;
          targetPos = new Vector3(Input.mousePosition.x, Input.mousePosition.y, distance);
          targetPos = Camera.main.ScreenToWorldPoint(targetPos);
     }
     
     // Update is called once per frame
     void Update () {
         timer--;
         
         transform.position = Vector3.MoveTowards (transform.position, targetPos, speed * Time.deltaTime);
         
         if(timer<0)
             Destroy(gameObject);
     }
 }



any help would be appreciated!

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Answer by MountDoomTeam · Dec 21, 2013 at 12:40 AM

you need to set a different target in the first place, on the same line as the bullet runs, but far behind the mouse target.

it's very simple, make a vector from the gun to the target position with targetV3 - gunV3...

then take the result, multiply it by 10, and add it to the gun vector 10, the result is that the bullet will keep travelling 10 times further than the mouse target.

i may have switched round the order of target - gun postions to find the vector from one to the other, i think thats it.

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avatar image DWallace3099 · Dec 21, 2013 at 05:47 AM 0
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any chance you could give me a code example?

avatar image robertbu · Dec 21, 2013 at 06:24 AM 0
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Just below line 20, add:

 targetPos = targetPos - transform.position;
 targetPos = transform.position + targetPos.normalized * 300.0;

Since I don't know the scale you are working with, the 300.0 is arbitrary.

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