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Question by Miizu · Apr 12, 2015 at 10:11 AM · physics2daddforce

AddForce not moving object after instantiate

I'm trying to make a top down shooter and right now I'm getting the player to shoot. Basically I'm using the same line of code to move the projectile as I use to move the player, but it does not work. This is the code:

  void FixedUpdate()
     {
         this.GetComponent<Rigidbody2D>().AddForce(gameObject.transform.up * projectileSpeed);
     }

This projectileSpeed is set to more than zero and I've tested it with a fixed float value, still nothing. It just gets instantiated and stands still. Any idea of what's going on or what am I doing wrong? Thanks!

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avatar image KalleH · Apr 12, 2015 at 11:41 AM 0
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Try putting a Debug.Log inside the fixed update to check that the fixed update gets called properly.

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Answer by Kriogenic · Apr 12, 2015 at 10:40 AM

You are probably better off using .velocity which is how I normally handle bullets.

 this.GetComponent<Rigidbody2D>().velocity = gameObject.transform.up * projectileSpeed;


This way you can set the velocity to a nice value like 100 and get a nice bullet effect velocity does not need to be called in fixedupdate and can just be called once in start when the bullet is created.

Also if your working on a 2D game make sure transform.up is not making it move in the Z axis by checking the transform of the component while the game is running.

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