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Question by milosp · Aug 20, 2016 at 03:57 AM · rotationrotation axispivot-pointcoordinate-system

Bullet flying vertical

This code fires a bullet from enemy's gun towards camera, but the bullet stays vertical. How do I rotate the bullet's local coordinate system? Bullet is just a cylinder at the moment

 void EnemyGunFire() {
         Transform target = Camera.main.gameObject.transform;
         Vector3 direction = (target.position - gun.transform.position).normalized;               
             GameObject bul = (GameObject)Instantiate(bullet, gun.transform.position, Quaternion.LookRotation(direction));
             bul.GetComponent<Rigidbody>().velocity = direction * speed;               
     }
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Answer by milosp · Aug 20, 2016 at 07:30 PM

I got it:

 Transform cam = Camera.main.gameObject.transform;
 Vector3 target = new Vector3(cam.position.x, cam.position.y, cam.position.z);
 Vector3 direction = (target - gun.transform.position).normalized;
 GameObject bul = (GameObject)Instantiate(bullet, gun.transform.position, Quaternion.identity);
 bul.transform.rotation = Quaternion.FromToRotation(bul.transform.up, direction);
 bul.GetComponent<Rigidbody>().AddForce(bul.transform.up * speed);
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Answer by OsmiousH · Aug 20, 2016 at 10:43 AM

Try this

Change line 5 to

  bul.GetComponent<Rigidbody>().AddForce(Vector3.Front);
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avatar image milosp · Aug 20, 2016 at 05:03 PM 0
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You mean Vector3.forward * 100? If I do that it travels forward in world coordinates. I also tried: bul.trasform.forward (and other) * 100 and

 direction * 100


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