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Question by NiallSharma · Jun 15, 2019 at 10:35 PM · rigidbody2dshootingrigidbody.addforcetop-downbullet-prefab

Bullet frozen and not moving

I'm making a top-down shooter and I was trying to code in how the bullet would add force to it when it is spawned in but when I tested it out the bullet would be frozen in the air unmoving. Here the whole script:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class FriendlyBulletSRP : MonoBehaviour
 {
     public float speed;
     public GameObject destroyEffect;
     public float lifetime;
     public Rigidbody2D rb;
     public 
     // Start is called before the first frame update
     private void Start()
     {
         Invoke("DestroyBullet", lifetime);
     }
 
     // Update is called once per frame
     public void Update()
     {
         rb.AddForce(transform.forward * speed);
     }
     void DestroyBullet()
     {
         Instantiate(destroyEffect, transform.position, Quaternion.identity);
         Destroy(gameObject);
     }
 }

Any idea on how I can fix this?

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avatar image Hellium · Jun 15, 2019 at 10:58 PM 0
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Is speed greater than 0?

And by the way, use FixedUpdate ins$$anonymous$$d of Update to move a Rigidbody

avatar image NiallSharma Hellium · Jun 15, 2019 at 11:00 PM 0
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The speed is greater than 0 and I changed the code to public void FixedUpdate() { rb.AddForce(transform.forward * speed); } Sadly the bullets still stay frozen

avatar image BradyIrv · Jun 15, 2019 at 11:19 PM 0
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Also double check that the rigidbody on the bullet prefab is not set to kinematic = true.

avatar image NiallSharma BradyIrv · Jun 15, 2019 at 11:20 PM 0
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The rigidbody was and is still set to dynamic with gravity at 0

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Answer by NiallSharma · Jun 16, 2019 at 06:58 AM

I fixed it! Instead of using transform.forward I used transform.right and it worked!

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avatar image BradyIrv · Jun 16, 2019 at 02:33 PM 0
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Haha I had that thought because forward is z and the game is 2D. I should have said something, nice one!

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