How do i get the bullets to emit directly forwards, ignoring the physics of the player (rolling)?

General Tech Bugs & Fixes 2 years ago

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Posted on 16 Aug 2022, this text provides information on Bugs & Fixes related to General Tech. Please note that while accuracy is prioritized, the data presented might not be entirely correct or up-to-date. This information is offered for general knowledge and informational purposes only, and should not be considered as a substitute for professional advice.

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manpreet Tuteehub forum best answer Best Answer 2 years ago

 

The issue with my code is that the bullets will basically spill out of the player object but i cannot get them to shoot directly forward to hit the obstacles. Instead, as the player rolls each direction, the bullets come out the same set vector which is not what i want. I'd like the bullets to shoot along the x-axis only while instead, they shoot out of all sides depending on how the player rolls.

I've tried changing the bullet rotation and force, in the case that the bullet force altered the player direction and momentum. That failed so i removed the players forward force to test, and still no progress.

using UnityEngine;

public class PlayerMovement : MonoBehaviour
{

    public Rigidbody rb;
    public float backwardForce = -60f;
    public float forwardForce = 100f;
    public float sidewaysForce = 1f;

    // Start is called before the first frame update
    void Start()
    {
        rb.AddForce(0, 100, 200);
    }

    // Update is called once per frame
    void FixedUpdate()
    {
        //Movement force
        rb.AddForce(0, 0, 50.0f * Time.deltaTime);

        if (Input.GetKey("a"))
        {
            rb.AddForce(-sidewaysForce * Time.deltaTime, 0, 0, ForceMode.VelocityChange);
        }
        else if (Input.GetKey("d"))
        {
            rb.AddForce(sidewaysForce * Time.deltaTime, 0, 0, ForceMode.VelocityChange);
        }
        else if (Input.GetKey("w"))
        {
            rb.AddForce(forwardForce * Time.deltaTime, 0, 0, ForceMode.Force);
        }
        else if (Input.GetKey("s"))
        {
            rb.AddForce(backwardForce * Time.deltaTime, 0, 0, ForceMode.Force);
        }


        /*switch (Input.GetKeyDown())
         {

            // case Input.GetKeyDown("a"):


            //a: rb.AddForce(sidewaysForce * Time.deltaTime, 0, 0);

        }
    }
}
public class BulletShoot : MonoBehaviour
{

    //Reference to bullet emitter
    public GameObject Bullet_Emitter;

    //Reference to bullet prefab
    public GameObject Bullet;

    //Forward force of bullet
    public float Bullet_Force;// = 10.0f;

    // Start is called before the first frame update
    void Start()
    {

    }

    // Update is called once per frame
    void Update()
    {
        //When "Space" key is pressed..
        if (Input.GetKey(
                                                
                                                
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