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Question by mat_mcloughlin · Sep 07, 2014 at 12:35 PM · 2dprojectile

projectile affected by parent object

Hey,

I've been playing around with 2d game and have projectile/bullet firing from the player character. However when I jump and fire at the same time the momentum of the parent object jumping is causing my projectile to go off an and angle.

Is there anyway to modify this so that the bullet will only ever have force applied to it on the x-axis?

This is the current script for firing the projectile this is attached to an object who's parent is the player

 public void Fire(bool isFacingRight) 
 {
     var clone = 
         this.Instantiate(this.ProjectilePrefab, transform.position, transform.rotation) as GameObject;
     
     var direction = isFacingRight ? 1 : -1;
     clone.transform.localScale *= direction;
         
     clone.rigidbody2D.AddForce(new Vector2(this.ProjectileSpeed * direction, 0));
 }
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Answer by Landern · Sep 07, 2014 at 12:38 PM

You can add an empty gameobject in front of your gun, enough so that it doesn't hit the collider and use that to shoot from. Bullet/projectile shouldn't have gravity on.

You can try and setup some scheme to ignore either the layer your player is on or check the game object tag/name during collision and ignore if it's the player.

Oooorr, you can use Raycasting, but this might be a little funky in 2d

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avatar image mat_mcloughlin · Sep 07, 2014 at 02:47 PM 0
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It is already shooting from a desperate object which is itself attached to the player object

avatar image Landern · Sep 07, 2014 at 02:51 PM 0
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RigidbodyConstraints allows you to freeze axis' of your choosing. So physics can apply to just X and not Y/Z

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