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Question by SSEthanCray · Nov 26, 2017 at 10:00 PM · c#transformvector3forwardlaser

transform.forward makes my GameObject Disappear

All I would like to do is shoot a laser in the direction I gave it. I set the rotation when I instantiated it, and that works fine. However, for whatever reason, the script doesn't seem to like it when I use "transform.forward" or "Vector3.forward". I handle the laser's movement and behavior in this script and I instantiate it in a different one.

 public class RedLaser : MonoBehaviour {
 
     private Rigidbody2D rb;
     public float speed;
 
     // Use this for initialization
     void Start () {
 
         rb = GetComponent<Rigidbody2D>();
 
     }
 
     void Update () {
 
         if (transform.position.y >= 6.0f) {
             Destroy(gameObject);
         }
 
     }
     
     void FixedUpdate () {
         
         //transform.position += transform.forward * speed * Time.deltaTime;
         //rb.AddForce(transform.forward * speed, ForceMode2D.Force);
         transform.Translate(Vector3.forward * speed * Time.deltaTime);
 
     }
 }
 

I'm pretty sure the problem is here. When I hit play the lasers just disappear. No error shows up or anything. I put the laser prefab in the game scene and selected it, then hit play: the laser is in the scene and it's moving. I just can't see it for some reason. However, the script IS fine with me using "Vector3.up". It just doesn't like "transform.forward" or "Vector3.forward". I could really use some help!

Thanks

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avatar image jchester07 · Nov 27, 2017 at 01:49 AM 0
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Just want to make it clear. The laser is in the hierarchy but it's not visible, right? What does the laser made of? have you checked the renderer component?

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