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Question by L1NTHALO · Aug 16, 2021 at 08:34 AM · rotationunity 2dshootingrotate objectcombat

How do I rotate a bullet (arrow) in Unity 2D?

How do I rotate the bullet? Im a beginner programmer and I can't bring the bullet to rotate. I've tried it with many different approaches but it doesn't work. I think one attempt was pretty close and I will write the code down below. In my case the enemy is a archer and he shoots arrows not bullets.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class ArcherCombat : MonoBehaviour
 {
     [SerializeField]
     public Transform player;
 
     [SerializeField]
     public Transform FirePoint;
 
     public float range, TimeBTWShots = 5, arrowSpeed;
 
     private float DistanceToPlayer;
 
     [SerializeField]
     private GameObject Arrow;
 
     private bool canShoot;
 
     void Start()
     {
         canShoot = true;
     }
 
     // Update is called once per frame
     void Update()
     {
         DistanceToPlayer = Vector2.Distance(transform.position, player.position);
 
         if(DistanceToPlayer <= range)
         {
             if(player.position.x < transform.position.x && transform.localScale.x < 0 
                 || player.position.x > transform.position.x && transform.localScale.x > 0)
             {
                 transform.localScale = new Vector2(transform.localScale.x * -1, transform.localScale.y);
                 
             }
             if (canShoot)
             {
                StartCoroutine(Shoot());
             }
            
         }
     }
 
     IEnumerator Shoot()
     {
         canShoot = false;
 
         yield return new WaitForSeconds(TimeBTWShots);
 
         GameObject newArrow = Instantiate(Arrow, FirePoint.position, Quaternion.identity);
 
         // this is my attempt to rotate the arrow
         if(gameObject.transform.localScale.x < 0)
         {
             newArrow.transform.localScale = new Vector2(newArrow.transform.localScale.x * -1, newArrow.transform.localScale.y);
         }
 
         newArrow.GetComponent<Rigidbody2D>().velocity = new Vector2(arrowSpeed * -1 * Time.fixedDeltaTime, 0f);
 
         canShoot = true;      
     }
 }
 




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avatar image L1NTHALO · Aug 16, 2021 at 10:56 AM 0
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For anyone wondering: I fixed the problem by checking in which direction the gameObject is facing and then creating an if-statement for both directions. The code looks like this:

IEnumerator Shoot() { canShoot = false; yield return new WaitForSeconds(TimeBTWShots); GameObject newArrow = Instantiate(Arrow, FirePoint.position, Quaternion.identity); if(gameObject.transform.localScale.x < 0) { newArrow.transform.rotation = Quaternion.Euler(0, 180, 0); newArrow.GetComponent<Rigidbody2D>().velocity = new Vector2(arrowSpeed * 1 * Time.fixedDeltaTime, 0f); canShoot = true; } if(gameObject.transform.localScale.x > 0) { newArrow.GetComponent<Rigidbody2D>().velocity = new Vector2(arrowSpeed * -1 * Time.fixedDeltaTime, 0f); canShoot = true; } }

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