Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 14 Next capture
2021 2022 2023
2 captures
13 Jun 22 - 14 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by StuartLTL · May 20, 2021 at 09:16 PM · movementshootingdamageshooterforward

Bullits of player not shooting forward and dealing damage to player- how to fix?

I made a copy of the game that I'm making. In the first game the player would get damage from shooting his own bullets and the bullet does shoot forward, but now in the second one it now deals damage to player and doesn't move forward.

 public class Boundary// Custom class to contain the boundary values;
 {
     public float xMin, xMax, zMin, zMax;
 }
 public class PlayerController : MonoBehaviour
 {
     public Rigidbody rb;
     public float speed; // The speed multiplayer of the ship movement;
     public Boundary boundary;// Gives the custom class a var name that can be called up within the script;
     public float tilt;
 
 
     public GameObject bullit;
     public Transform bullitSpawn;
     public float fireRate;
     private float nextFire;
 
     public GameManager GM;
     public DamageScript damageScript;
     public float dammageTotal;
 
 
     // Start is called before the first frame update;
     void Start()
     {
         rb = GetComponent<Rigidbody>();// Gives the rigidbody a var name that can be used in the script;
     }
 
     void Update()
     {
         if (Input.GetButton("Jump") && Time.time > nextFire)
         {
             nextFire = Time.time + fireRate;
             Instantiate(bullit, bullitSpawn.position, bullitSpawn.rotation);
         }
 
     }
 
     public void FixedUpdate()
     {
         // Gets direction input from unity defualt movement settings;
         float moveHorizontal = Input.GetAxis("Horizontal");
         float moveVertical = Input.GetAxis("Vertical");
 
         // Below is the section that controlls the movement of the ship and its movement speed;
         Vector3 movement = new Vector3(moveHorizontal, 0.0f, moveVertical);
         rb.velocity = movement * speed;
 
         // Below is the movement boundaries set for the player;
         rb.position = new Vector3
             (
                 Mathf.Clamp(rb.position.x, boundary.xMin, boundary.xMax),
                 6.0f,
                 Mathf.Clamp(rb.position.z, boundary.zMin, boundary.zMax)
             );
         rb.rotation = Quaternion.Euler(0.0f, 0.0f, rb.velocity.x * -tilt);
 
     }
     private void OnTriggerEnter(Collider other)
     {
         if (other.CompareTag("Bullits"))
         {
             dammageTotal = damageScript.damageValue;
             GM.DamageReceived(dammageTotal);
         }
     }
 }


 public class BullitMove : MonoBehaviour
 {
     public Rigidbody rb;
     public float bulletSpeed;
     
      // Start is called before the first frame update
      void Start()
      {
          rb = GetComponent<Rigidbody>();
          rb.velocity = transform.forward * bulletSpeed;
      }
 }
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by peacemakers1980 · May 21, 2021 at 05:10 PM

Since a Bullet is not part of the player itself, I would think it would be best to not handle the bullets from the player. You should proboly look at making a PreFab for the Bullet itself, with its model, animations, move scripts and variables, and link it to the players script. When the players script determines it needs a new bullet, instansiate the new bullet prefab with the variables you want like the velocity and tilt. This way if you shoot twice each bullet can have its own varaibles such as tilt, creating them inside the main script without an array for each bullet simply replaces one for the other. So if you shoot and then shoot again before the bullet hits a target or is otherwise destroyed, its destroyed by the new bullet being created or simply replaced, in a sence the old bullet position for example becomes the new one and no new one is actually made. Making a prefab and instansiating it will allow each bullet to be seen as a seperate gameobject and handeled on its own regardless of what the others are doing.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

219 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Reload only when not firing 1 Answer

Hi guys i have a character that gun dual wield guns, to make the gunshooting more natural i want the guns to not go of simultaneously. How do I make one gun have a slight delay? 0 Answers

How could I add "gravity" to a top-down shooter's bullet, such as in The Binding of Isaac? 0 Answers

How do i deal damage with raycasts in UNET? 0 Answers

How can I make my Raycast ignore my player, but have other player's Raycasts be able to hit it? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges