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Question by nerberb · Dec 22, 2016 at 02:34 AM · instantiateaddforcegun scriptgunfire

How do you add force to a clone after you spawn it?

I want to make a gun, so far it spawns bullets but those bullets travel forward. this is my code

void FixedUpdate() { bulletSpawnPoint = GameObject.Find("BulletSpawnPoint").transform.position; if (Input.GetKey (KeyCode.Z)) { Instantiate (bullet); bullet.transform.position = bulletSpawnPoint; bullet.GetComponent<Rigidbody> ().AddForce (0, 300, 0); } What should I do?

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avatar image destructivArts · Dec 22, 2016 at 08:20 PM 0
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@nathanthesnooper is right. But you should also just store a reference to your bulletSpawnPoint. GameObject.Find is expensive to run every frame. There's a line in the documentation ( here ) that says this is a bad idea.

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Answer by nathanthesnooper · Dec 22, 2016 at 05:48 AM

If it's 3D, use transform.forward.

As for actually applying the force, you want to do something like this.

 GameObject newBullet = (GameObject)Instantiate(bullet) as GameObject;
 newBullet.transform.position = bulletSpawnPoint;
 newBullet.GetComponent<Rigidbody>().AddForce(transform.forward);
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Answer by Yay_For_Humzah · Dec 22, 2016 at 01:49 PM

Ok so the bullet prefab needs to have a script attached to it that either at start or in update adds force

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avatar image saadsaiyed7 · Apr 09, 2019 at 03:50 AM 0
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thanks a lot that helped me a lot but i have another question. 1) How can I make just the rotation of bullet static. I have tried this checking the check box of static on top right side, in transform inspector.

screenshot-22.png (15.2 kB)
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Answer by Rosh7X · Apr 10, 2017 at 01:03 PM

No you can add force to the Bullet through the gun script, just when you instantiate the bullet you give it a name, then you can do something like this

Bullet.Getcomponent < Rigidbody >().Addforce(transform.forward)

Not at home so I don't have an actual script to show you. Hope this helps

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