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Question by monej0005 · Jun 19, 2012 at 10:40 AM · fpsgunfirezombie

My gun wont fire !

Hello unity, I am following the fps trailer (http://download.unity3d.com/support/resources/files/FPS_Tutorial_1.pdf) and written in the missile launcher code and attached the sphere prefab to in to the hierarchy like it says but the launcher still wont fire! Here is the code :

 var projectile : 
 
 Rigidbody;
 var speed = 20;
 function Update()
 {
  if( Input.GetButtonDown( "Fire1" ) )
   {
   var instantiatedProjectile : Rigidbody = Instantiate( 
    projectile, transform.position, transform.rotation );
   instantiatedProjectile.velocity =
    transform.TransformDirection( Vector3( 0, 0, speed ) );
   Physics.IgnoreCollision( instantiatedProjectile. collider,
    transform.root.collider );
   }
 }

Any help would be great. Thanks

EDITED by @whydoidoit - code formatted.

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avatar image HolBol · Jun 19, 2012 at 11:05 AM 1
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Please format your code properly so we can read it.

avatar image Jeffom · Jun 19, 2012 at 12:06 PM 0
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Debug with gizmos and check if the rigid body is really attached to the GameObject.

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Answer by aldonaletto · Jun 19, 2012 at 12:01 PM

This code seems ok - maybe it's not attached to the rocket launcher, or the prefab isn't correctly defined. Follow these steps:
1- Drag the script from the Project view to the rocket launcher in the Hierarchy view;
2- Select the rocket launcher in the Hierarchy view, then drag the prefab from the Project view to the field Projectile in the Inspector - this will save a reference to the prefab in the variable projectile in the script that's attached to the rocket launcher.

NOTES:
1- This code will launch the projectile in the rocket launcher's forward direction (the blue axis). If the projectile always goes in the same wrong direction, your rocket launcher probably isn't correctly rotated.
2- Pay attention to the console messages, specially to Null Reference errors - they usually say that you've forgot to define a prefab, assign a variable etc.

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