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Question by shepsaus000 · Jan 14, 2016 at 06:58 PM · scripting problem

AddForce trouble

So I've been working on trying to get an object to spawn and a force to be applied to it, when the player enters a region. Everything works accordingly, except for one thing: the force isn't being applied to the object. Well, there's no compiler errors, so I guess it is applying a force, but obviously not in the way intended, because the thing doesn't move when it's created. I am not sure what the problem could be, so I was wondering if the Unity Community could help.

A few things you need to know before I show my script: 1. This is a 2D game 2. I am using Unity 5.3

Anyway, here is my script, and let me know if you find anything that could cause the bulletInstance to not move in this script:

 using UnityEngine;
 using System.Collections;
 
 public class Fire : MonoBehaviour {
 
     public bool InRegion;
     public GameObject bullet;
     private GameObject enemy;
     public Transform cannon;
     public float speed;
     public float interval;
 
     // Use this for initialization
     void Start ()
     
     {
         interval = 0;
         InRegion = false;
     }
     
     // Update is called once per frame
     void Update () {
         if (InRegion == true && interval <= 0) {
             SpawningClones ();
         }
         if (interval <= 3 && interval >= 0) {
             interval -= Time.deltaTime;
         }
     }
     void SpawningClones (){
         GameObject bulletInstance = Instantiate (bullet, cannon.position, cannon.rotation) as GameObject;
         bulletInstance.GetComponent<Rigidbody2D>().AddForce (cannon.forward * speed, ForceMode2D.Impulse);
         interval = 3;
     }
 }
 



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avatar image ZefanS · Jan 15, 2016 at 02:36 AM 0
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This looks like it should work to me. Are you sure you set speed to a value other than 0 in the Inspector? I've made that mistake before.

Other than that, maybe try Force$$anonymous$$ode2D.Force and see if that makes a difference.

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