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Question by BostonGamesLLC · Aug 13, 2019 at 12:43 AM · c#scripting problemprojectileprojectilesinstantiate-objects

Why are my instantiated projectiles not firing?

I am using Unity 2019.2.0 with the LWRP and the new input system. Everything else works correctly except the projectile just falls to the ground instead of launching off. The velocity/addforce scripts I have attempted seem to be ignored and I am not sure why.


  • there is a Rigidbody on the projectile and is not set to kinematic

  • the projectile variable is initialized as a Rigidbody

  • there are no colliders in the way at the instantiate point

  • there are no accompanying console errors


Thanks for any help.

I have attached a video of the issue and the script below:

https://youtu.be/yLJb5JTP5gY


 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.InputSystem;
 
 public class Controls : MonoBehaviour
 {    
     GameControls0 controls;
 
     public Rigidbody rb;
     public Transform instantiatePos;
     public GameObject canon;
     public Camera cam;
     public GameObject cursor;
 
     Vector3 canonPosition;
     Vector2 moveCanon;
     Vector2 rotateCanon;
     Vector2 moveCrosshair;
 
     public float camMovSpeed = 100f;
     public float canonRotateSpeed = 150f;
 
     //Launch metrics
     public float launchSpeed = 100f;
     public float xLaunchValue = 0f;
     public float yLaunchValue = 0.5f;
     public float zLaunchValue = 50f;
        
     
     Vector3 target = new Vector3(0f, 0f, 0f);
     Vector3 origin = new Vector3(0f, 0f, 0f);
 
 
 
 
 
     private void Awake()
     {
         //Set the new Vector to be that of the Transform you attach in the Inspector
         canonPosition.Set(instantiatePos.position.x, instantiatePos.position.y, 0);
 
 
         controls = new GameControls0();
 
         controls.Gameplay.Launch.performed += ctx => Launch();
         
         controls.Gameplay.MoveCanon.performed += ctx => moveCanon = ctx.ReadValue<Vector2>();        
         controls.Gameplay.MoveCanon.canceled += ctx => moveCanon = Vector2.zero;                
 
         controls.Gameplay.MoveCrosshair.performed += ctx => moveCrosshair = ctx.ReadValue<Vector2>();
         controls.Gameplay.MoveCrosshair.canceled += ctx => moveCrosshair = Vector2.zero;
     }
 
     void FixedUpdate()
     {
         //TODO clamp values between X and Y rotations so canon and camera do not rotate too crazy when the player is aiming
 
         
         //  adding the camMovSpeed multiplier fixed the issue where the input was not 
         //  registered in the Game view (even though it was in the Scene view
         Vector2 m = new Vector2(-moveCanon.x, moveCanon.y) * Time.deltaTime *camMovSpeed;        
         cam.transform.Translate(m, Space.World);
         
         
         canon.transform.rotation = Quaternion.LookRotation(-cursor.transform.position, Vector3.up);
 
 
         Vector3 c = new Vector3(-moveCrosshair.x, 0.0f, -moveCrosshair.y) * Time.deltaTime * canonRotateSpeed;
         cursor.transform.Translate(c, Space.World);
         
     }
 
 
     void Launch()
     {
         Rigidbody projectile = Instantiate(rb, transform.position, transform.rotation);
         Vector3 Vo = CalculateVelocity(cursor.transform.position, transform.position, 1f);
 
         
         projectile.velocity = Vo*Time.deltaTime*launchSpeed;
 
         //the below code line is not working at all, I am only able to instatiate the projectile
         //projectile.AddForce(xLaunchValue, yLaunchValue, zLaunchValue*launchSpeed, ForceMode.Impulse);
 
 
         cursor.transform.position = cursor.transform.position + Vector3.up * 0.1f;        
 
     }
 
         void OnEnable()
     {
         controls.Gameplay.Enable();
     }
 
     void OnDisable()
     {
         controls.Gameplay.Disable();
     }
     
 
     private Vector3 CalculateVelocity(Vector3 target, Vector3 origin, float time)
     {
         //define the distance x and y first
         Vector3 distance = target - origin;
         Vector3 distanceXZ = distance;
         distanceXZ.y = 0f; //this way it will only keep value of x and z component
 
         //create a float that represents out distance
         //vertical y dist
         float Sy = distance.y;
         float Sxz = distanceXZ.magnitude; //dist of x z plane or length of the vector
 
         //calc velocity - Vars V1
         float Vxz = Sxz / time;
         float Vy = Sy / time + 0.5f * Mathf.Abs(Physics.gravity.y) * time;
 
         Vector3 result = distanceXZ.normalized; //this will return the direction of our factor
         //use V1 variables to our new created vector ^
         result *= Vxz;
         result.y = Vy;
 
         return result;
     }
 }
 








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