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Question by ChilledSloth · Jul 12, 2020 at 02:22 PM · rotationprefabsinstantiate prefab

Instantiated Projectiles doesn't go in correct direction!

So, I have these projectiles instantiated at my empty object position. alt text

As you can see in the screenshot the red capsule is supposed to be my gun and I've attached an empty GO at the tip of the capsule. when I'm rotating the capsule, the projectiles aren't rotating at the correct direction at which the red gun is facing(empty object at the tip of capsule) And they are just moving forward in the Z direction regardless of rotation. Here are my scripts.

PlayerController

 public class PlayerController : MonoBehaviour
 {
 
     public Rigidbody rb;
     public float speed= 100f;
     public GameObject gun;
     public Transform barrel;
     public GameObject bullet;
     public Camera cam;
     // Start is called before the first frame update
     void Start()
     {
         
     }
 
     // Update is called once per frame
     void Update()
     {
         float x = Input.GetAxisRaw("Horizontal");
         float y = Input.GetAxisRaw("Vertical");
 
         if (Input.GetKeyDown(KeyCode.A))
         {
             rb.velocity = Vector3.left * speed;
         }
 
         if (Input.GetKeyDown(KeyCode.D))
         {
             rb.velocity = Vector3.right * speed;
         }
 
         ShootBullet();
     }
 
     void ShootBullet()
     {
         if (Input.GetMouseButtonDown(0))
         {
             GameObject go = Instantiate(bullet, gun.transform.position, gun.transform.rotation);
            go.gameObject.GetComponent<Rigidbody>().velocity =  transform.forward * 250 * Time.deltaTime;
          
             Destroy(go, 3f);
 
         }
     }

Gun Rotation

 public class GunRot : MonoBehaviour
 {
     // Start is called before the first frame update
     void Start()
     {
         
     }
 
     // Update is called once per frame
     void Update()
     {
         RotateAroundAxis();
     }
 
     void RotateAroundAxis()
     {
         float x = Input.GetAxis("Mouse X");
         transform.Rotate(Vector3.up * x * 5f);
       
     }
 }




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Answer by Shrimpey · Jul 12, 2020 at 04:15 PM

 go.gameObject.GetComponent<Rigidbody>().velocity =  transform.forward * 250 * Time.deltaTime;

You're using transform.forward, my guess is that you want to use gun.transform.forward or go.transform.forward (both should give the same result here).

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avatar image ChilledSloth · Jul 12, 2020 at 04:33 PM 0
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It worked. Thanks a lot!!!

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