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Question by ibrahimarslan · Oct 11, 2012 at 04:57 PM · bullettargetmarkmiss

My bullet not hit target bullet is miss the mark

My bullet is not hit target object. target is miss the mark

 var enemy:Transform;
 var speed:float=0.2;
 var bullet:Transform;
 var bulletPivot:Transform;
 var distance:float=10;
 
 var fireRate:float=0.5;
 var i=fireRate;
 var fireDirection:Vector3=Vector3.zero;
 var fireSpeed:float=150;
 
 var fireAudio:AudioSource;
 
 function Update () {
 fireNow();
 }
 
 function fireNow(){
 var dist=Vector3.Distance(enemy.transform.position,transform.position);
 
     if (dist<distance){
        if(i>0){
          i-=Time.deltaTime;
        }
 
        if(i<=0){
 
          var bulletClone=Instantiate(bullet,bulletPivot.position,Quaternion.identity);
 
          fireDirection = enemy.transform.position-transform.position;
 
          bulletClone.transform.rigidbody.AddForce (fireDirection*Time.deltaTime*fireSpeed);
 
          i=fireRate;
 
          fireAudio.audio.Play();
        }
 
 
 
     }
 
 
 }
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Answer by Muuskii · Oct 11, 2012 at 05:02 PM

From what I see here, you're using:

  bulletClone.transform.rigidbody.AddForce (fireDirection*Time.deltaTime*fireSpeed);

To give the bullet some velocity. However, if it does not have Rigidbody.useGravity set to false; Your bullet will drop as it flies and will not hit the target.

Additionally you are firing your shot with variable force, depending on how distant the target is from the player. I would recommend reading ShootingWeaponScript for some ideas on how to get this to work.

Hope this helps.

Thanks.

Edit: Also, you don't have to use Time.deltaTime in Addforce. The unity engine takes care of that for you.

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Answer by ibrahimarslan · Oct 11, 2012 at 07:31 PM

useGravity is no problem. My bullet is not shot target. I need basic calculate target position script.

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Answer by ibrahimarslan · Oct 11, 2012 at 06:48 PM

I solved the problem of ^_^. Pivot position is not -transform.position.

 fireDirection = enemy.transform.position-bulletPivot.transform.position;
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