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Question by NerdRageStudios · Jul 13, 2014 at 02:47 PM · instantiatevector3

Help with creating a projectile based on Fixed Vector movement

Hi, I have a problem that I cannot seem to find an answer to.

Basically, I am creating a 3D game that uses 2D sprites for main characters and enemys. In order for me to do this, I need to ensure that my Plane is always facing the camera to map a sprite to it.

This means that I have prevented the object from rotating, and I move the object based on the following simple script.

 // Control the Players movement
             if (Input.GetKey(playerControls.playerOneControlUp))
             {
                 transform.position += new Vector3(0, 0, 0.035f * playerAttributes.playerOneBaseMoveSpeed) * Time.deltaTime;
             }
 
             if (Input.GetKey(playerControls.playerOneControlDown))
             {
                 transform.position -= new Vector3(0, 0, 0.035f * playerAttributes.playerOneBaseMoveSpeed) * Time.deltaTime;
             }
 
             if (Input.GetKey(playerControls.playerOneControlRight))
             {
                 transform.position += new Vector3(0.035f * playerAttributes.playerOneBaseMoveSpeed, 0, 0) * Time.deltaTime;
             }
 
             if (Input.GetKey(playerControls.playerOneControlLeft))
             {
                 transform.position -= new Vector3(0.035f * playerAttributes.playerOneBaseMoveSpeed, 0, 0) * Time.deltaTime;
             }

However, I am now at the point of creating the fireball function of the main player, but I have no idea how to make the fireball emit in the direction that the player is currently moving (or has just moved in, in case he is motionless).

I am starting working with this simple script

             if (Input.GetKeyDown(KeyCode.Q)) 
                 
                 {
 
                     GameObject theFireball = Instantiate(fireball, transform.position, transform.rotation) as GameObject;
                         theFireball.rigidbody.AddForce(transform.forward * 100);
                 }  

This of course will not work as the players forward is always facing the camera.

Also, I have the other slight issue that the object being instantiated is created inside the player and therefore add's force to the player, so I need to create just in front of the players direction.

I hope that makes sense?

Could anyone help me with this?

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avatar image NerdRageStudios · Jul 13, 2014 at 06:01 PM 0
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Is what I am trying to do impossible?

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Answer by robertbu · Jul 13, 2014 at 06:36 PM

In order to generate a vector for your AddForce, you need to save a previous position. You can fix the problem with your object interacting with the player using Physics.IgnoreCollision(). The logic will be something like this:

 private Vector3 prevPosition;
 public GameObject fireball;

 void Update () {
     if (Input.GetKeyDown(KeyCode.Q)) {
         GameObject theFireball = Instantiate(fireball, transform.position, transform.rotation) as GameObject;
         Vector3 dir = (transform.position - prevPosition).normalized;
         theFireball.rigidbody.AddForce(dir * 100);
         Physics.IgnoreCollision (collider, theFireball.collider);
     }
     prevPosition = transform.position;

     // Your movement code goes here
 }  
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