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Question by Bthaler23 · Nov 13, 2015 at 03:37 PM · 2drotationaddforce

Getting 2D Turrets to rotate toward bullet direction.

alt text

I'm trying to get my turret to rotate toward the bullet direction. I can't seem to figure it out. My code is below for the bullet shooting out of the turret are below. The left and right floats are public variables I enter in for individual turrets. I have them shooting randomly within the confines of left and right. Can anyone point me in the right direction? Thank you!

 public class TurretScript : MonoBehaviour {
 
     public float xRange;
     public float yRange;
     public GameObject bullet;
     public float bulletSpeed;
     public float startTime;
     public float bulletVelocity;
 
     // Use this for initialization
     void Start () {
 
         InvokeRepeating ("FireBullet", startTime, bulletSpeed);
     }
     
     // Update is called once per frame
     void Update () {
     
 
     }
 
     public void FireBullet()
     {
 
         float random = Random.Range(xRange, yRange);
         GameObject clone;
         clone = (Instantiate(bullet, transform.position, transform.rotation)) as GameObject;
         clone.GetComponent<Rigidbody2D>().AddForce(new Vector2(random, bulletVelocity));
 
     }
 }

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Answer by hauk70 · Nov 13, 2015 at 06:16 PM

If i right translate u try rotate turrets to bullet direction use LookAt(); If u try create dispersion in shooting find turrets direction, calculate min,max direction(use Quaternion) and find random on interval

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