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Question by anthonyrob · Sep 26, 2016 at 04:31 AM · 3dprojectilefpscontroller

Shooting projectiles with FPS controller

All I want to do is fire a projectile in the direction I am looking. I am using the FPS-Controller and my projectile is just a basic sphere.

I know I probably messed something basic up, but this is what I have:

 void Update () {
     if (Input.GetMouseButtonDown(1))
     {
         Vector3 transformation = character.transform.forward;

         GameObject g = Instantiate(basicShot,character.transform.position+ trans * 5,     character.transform.rotation) as GameObject;

         g.GetComponent<Rigidbody>().AddForce(trans * 100);
         g.GetComponent<Rigidbody>().useGravity = false;

     }

character is the Rigidbody from the FPS Controller

Currently the projectile fires in the correct detection on the x-z plane, but does not have any y velocity (neg or pos) no matter how i rotate the camera

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avatar image iabulko · Sep 26, 2016 at 06:00 AM 0
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What is trans variable?

avatar image villevli · Sep 26, 2016 at 06:18 AM 0
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The force you're applying is probably just too low because this happens at only one frame, use:

 AddForce(trans * 100, Force$$anonymous$$ode.Impulse);

Also make sure that the 'trans' variable is character.transform.forward. In your script you had a different name on it for some reason.

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Answer by sunshine_boy · Sep 26, 2016 at 01:05 PM

cause the transfom.forward you used was not the camera's

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Answer by SohailBukhari · Sep 26, 2016 at 12:16 PM

@username Use Velocity Instead Of Adding Force

Rigidbody rb = Instantiate(projectile,origin.position, origin.transform.rotation) as Rigidbody; rb.GetComponent().velocity = rb.transform.forward Time.deltaTime shotForce;

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