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Question by Piflik · Sep 17, 2011 at 05:04 PM · javascripterror

Strange movement behavior

I just created a small projectile for my game and added a little script to control its movement. It is a really easy script, but it behaves incorrectly.

 var projSpeed : int = 1;

 function FixedUpdate() {
     if(statics.turnActive) {
         transform.Translate(transform.right * projSpeed);
     }
 }

(turnActive is set in another script, based on player input)

Now it does move the projectile, but when I rotate the projectile model 90° in the scene view, the movement direction turns 180°. I have no idea why it should do that. I can change the direction 90° by using transform.forward instead of transform.right, obviously, but that doesn't solve the problem. While some enemies will fire in the correct direction, others will fire up to 90° to the left/right, or even backwards.

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avatar image Piflik · Sep 17, 2011 at 07:16 PM 0
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Tried an even simpler script, same behavior. The movement direction changes twice the amount of the object's rotation.

 function Update () {
     transform.Translate(transform.forward);
 }

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Answer by Piflik · Sep 17, 2011 at 07:57 PM

Ok...I am stupid...got it now.

transform.forward creates a vector in world coordinates, so using that in a local reference system applies the rotation twice.

Simple solution: Either use Vector3.forward, or Space.World as reference system.

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