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Question by Nekros · May 09, 2013 at 03:03 PM · 2dbulletmouse positionsidescroller

Bullet slightly off correct trajectory to mouse position

The game is a 2d sidescroller in a 3d environment. All collidable objects are put on the same z-axis position which is 0 in this case.

 if(Input.GetButtonDown ("Fire1")) {
             
             Rigidbody instantiatedProjectile =  (Rigidbody)Instantiate(projectile,transform.position, transform.rotation);
              
             // get target in world space, at same distance from camera:
             Vector3 targetScreenPos = Input.mousePosition;
             var targetPosition = Camera.main.ScreenToWorldPoint(targetScreenPos);
              
             // calculate direction & velocity:
             Vector3 targetDelta = (targetPosition-transform.position);
             Vector3 launchVelocity = targetDelta.normalized * speed;
             launchVelocity.z = 0;
              
             instantiatedProjectile.velocity = launchVelocity;

The bullet currently goes in the same general direction as the mouse when fired but is slightly off from the mouse position.

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avatar image robertbu · May 09, 2013 at 03:14 PM 0
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A three ideas: For ScreenToWorldPoint(), the 'Z' parameter is the distance in front of the camera to calculate the position. You are leaving at 0 rather than the distance in front of the camera to the target.

Second idea: On line 12, you are setting the launchVelocity.z to 0, which may mess up your aim depending on the geometry of your game. A more typical solution to the ai$$anonymous$$g problem is to do:

 instantiatedProjectile.transform.LookAt(targetPosition);
 launchVelocity = instantiatedProjectile.transform.forward * speed;

or even:

 instantiatedProjectile.transform.LookAt(transformPosition);
 instantiatedProjectile.AddForce(instantiatedProjectile.transform.forward * some_force_factor);

Last idea: If you have gravity turned on in Rigidbody, then the projectile will drop as it travels and hit below your target.

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