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Question by XenosTiger · Dec 04, 2018 at 03:53 AM · unity 5unity 2drigidbody2dmouseposition

Issue with mouse position script

I am currently using the user's mouse position to fire bullets in my 2D top down game, but it is not working as intended. Here is my script to determine the user's mouse position and apply the vector to the bullet:

     void Start () {
         cam = Camera.main;
         Vector3 mouse = cam.ScreenToWorldPoint(Input.mousePosition);        
         mouse.z = 0;
         Vector2 moveVelocity = mouse.normalized * bulletSpeed;
         rb.AddForce(moveVelocity);
 
     }

The script works exactly as intended when the player is near the origin of the world, but as the player approaches each side of the world, it starts to malfunction. Here's a gif showing that interaction: https://imgur.com/gallery/WKtGUs8

Basically as I move to the right I can't shoot to the left, up I cant shoot down, etc. I would appreciate any help, thanks in advance!

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avatar image KukadiyaPrince · Dec 04, 2018 at 04:09 AM 0
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  • Start Use for initialization

  • Update is called once per frame void Update() { cam = Camera.main; Vector3 mouse = cam.ScreenToWorldPoint(Input.mousePosition);
    mouse.z = 0; Vector2 moveVelocity = mouse.normalized * bulletSpeed; rb.AddForce(moveVelocity); }

avatar image XenosTiger KukadiyaPrince · Dec 04, 2018 at 04:24 AM 0
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I'm aware it's in the start function, that's not the issue here since each instance of the script only needs the mouse position once because it's instantiating a new GameObject. Everything works perfectly until I move away from the origin of the world.

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Answer by hexagonius · Dec 04, 2018 at 06:43 AM

you're using the mouse position only. subtract the player position from it and normalize the result (mouse - player, normalize)

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avatar image XenosTiger · Dec 04, 2018 at 05:59 PM 0
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This is exactly what I was missing, thanks so much!

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