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Question by ThatBroFromFinland · Apr 23, 2015 at 02:37 PM · projectiles

Make projectile shoot the direction im looking

Hi guys i have a projectile shooting from my camera.If i look up or straight it shoots straight but if i look down it shoots where it should when i look absolutely straight. Could anyone offer some help? Here is the code:

      using UnityEngine;
 using System.Collections;
 
 public class Shoot : MonoBehaviour {
     public Rigidbody projectile;
     public float fireRate = 1;
     private float nextFire = 0.0F;
     public float speed = 30;
 
     void Update() {
         if (Input.GetButton("Fire1") && Time.time > nextFire) {
             nextFire = Time.time + fireRate;
             Rigidbody instantiatedProjectile = Instantiate(projectile,transform.position,transform.rotation)as Rigidbody;
             instantiatedProjectile.velocity = transform.TransformDirection (new Vector3(0, 0,speed));
 
         }
     }
         void OnTriggerEnter(Collider other)
         {
         Destroy(other.gameObject);
         }
 }


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Answer by Cherno · Apr 23, 2015 at 03:17 PM

Change this line:

 instantiatedProjectile.velocity = transform.TransformDirection (new Vector3(0, 0,speed));

to this:

 instantiatedProjectile.velocity = transform.forward * speed;
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avatar image ThatBroFromFinland · Apr 23, 2015 at 03:44 PM 0
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Hey, thank you for the answer. I tried changing the line to the one you instructed but the problem still occurs.

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Answer by ThatBroFromFinland · Apr 23, 2015 at 04:29 PM

FIX! I rewrote some of the code and got this wich works!

 using UnityEngine;
 using System.Collections;
 
 public class Shoot : MonoBehaviour {
     GameObject prefab;
     public float fireRate = 1;
     private float nextFire = 0.0F;
     public float speed = 30;
 
     void Start () {
         prefab = Resources.Load ("projectile") as GameObject;
     }
 
     void Update() {
         if (Input.GetMouseButtonDown(0) && Time.time > nextFire) {
             nextFire = Time.time + fireRate;
             GameObject projectile = Instantiate(prefab)as GameObject;
             projectile.transform.position = transform.position +Camera.main.transform.forward *2;
             Rigidbody rb = projectile.GetComponent<Rigidbody>();
             rb.velocity= Camera.main.transform.forward * 40;
 
 
         }
     }
         void OnTriggerEnter(Collider other)
         {
         Destroy(other.gameObject);
         }
 }



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Answer by wdr434-domowe · Mar 29 at 02:04 PM

You can try

 GameObject g = Instantiate(prefab, Camera.main.transform.position, Camera.main.transform.rotation);
 
 g.GetComponent<Rigidbody>().AddRelativeForce(Vector3.forward* speed, ForceMode.Impulse);
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