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Question by CubePhysics · Jul 02, 2015 at 10:30 PM · 2drotationrigidbodyprefabvector2

Move prefab in the direction its facing (2D)

In my scene (2D game) I have an empty game object which rotation is always facing at the mouse. When the mouse is clicked it instantiates a prefab which shoots at 0 degrees. I want the prefab to move in the direction of the launcher (empty gameobject).

 public class ProjectileBehaviour : MonoBehaviour {
 
     public int speed;
     public int lifeTime;
     public GameObject Launcher;   //Empty gameobject where the projectile is instantiated
 
     void Update () {
         Destroy(gameObject, lifeTime);
         GetComponent<Rigidbody2D>().AddForce(new Vector2(speed,0));
     }
 }
 

I know i have to change the second vector2 value but i dont know what to change it to. Someone help me?

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avatar image CubePhysics · Jul 03, 2015 at 12:28 AM 0
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bump. Please help

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Answer by starikcetin · Jul 03, 2015 at 01:15 AM

First of all, your question is a bit confusing actually.

transform.left gives you the +x axis in local space.

transform.up gives you the +y axis in local space.

transform.forward gives you the +z axis in local space.

You can get opposite axises by adding "-" before them like: -transform.left (this gives -x axis in local space).

As they are all unit vectors (a vector whose length equals 1 unit), you can simply multiplicate them with your speed value and get the final vector that you need to apply your object.

Best wishes.

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avatar image CubePhysics · Jul 03, 2015 at 12:58 PM 0
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I know this already but answer me this ins$$anonymous$$d GetComponent().AddForce(new Vector2(speed, //What is this value for));

avatar image starikcetin · Jul 04, 2015 at 03:08 AM 0
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@CubePhysics well... seems like you don't know them exactly. read what i wrote again and then make comments please.

As they are all unit vectors (a vector whose length equals 1 unit), you can simply multiplicate them with your speed value and get the final vector that you need to apply your object.

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Answer by jprocha101 · Jul 03, 2015 at 01:20 PM

I am not sure I completely understand the question, but it sounds like you have something like a turret that rotates, the view is from above, and you are trying to should a projectile in a given direction. If that is the case then you would want to calculate the direction the projectile needs to travel and apply force in that direction after normalizing it.

 dir = target.transform.position - transform.position;
 dir = dir.normalized;
 GetComponent<Rigidbody2D>().AddForce(dir * speed);

You should also perform this on LateUpdate, that would make for better/more realistic physics in your game.

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