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Question by SpudWorth · Jan 21, 2015 at 10:16 AM · c#rigidbodyinstantiating

Instantiating two rigidbody at a time

Just making a simple game where i am meant to instantiate a single rigidbody and make it travel forward from where it spawns in, instead it instantiates two rigidbodys and doesnt travel forward at all.

 public Rigidbody laser;

 public GameObject LaserSpawn;


 private float fireRate = 0.65f;
 private float shotReady;
 private float velocity = 50f;


 void Start () {
 
 }
 

 void Update () {



     if(Input.GetKeyDown (KeyCode.Space) && Time.time > shotReady)
     {
         shotReady = Time.time + fireRate;
         
         GameObject laserShot = Instantiate(laser, LaserSpawn.transform.position + LaserSpawn.transform.forward, laser.transform.rotation)as GameObject;
         
         laserShot.rigidbody.AddForce(laserShot.transform.forward * velocity, ForceMode.Impulse);

     }

 }

}

any help will be much appreciated

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avatar image sniper43 · Jan 21, 2015 at 10:22 AM 0
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Did you drag laser from the Hiearchy area or from the Assets area?

Is the drag set to 0 or appropriately low in the inspector?

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Answer by ramp · Jan 21, 2015 at 01:03 PM

Hello,

Use Rigidbody instead of GameObject,like this may be help.

Rigidbody laserShot = Instantiate(laser, LaserSpawn.transform.position + LaserSpawn.transform.forward, laser.transform.rotation)as Rigidbody;

Thanks

Ram

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avatar image SpudWorth · Jan 21, 2015 at 01:19 PM 0
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I'm an idiot and had the script on two things (the player and laserSpawn) all is sorted now

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