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Question by fintyaraXX · Jun 03, 2016 at 06:14 AM · rigidbodybullet

Shooting with the maneuvering of the ship

Hello! Faced with a problem when you create a space shooter . The ship moves with the help of physics. The bullet , too . With the active maneuvering bullets fly in the "wrong" side

Help me please!

 // Fire code
                     GameObject temp;
                     temp = (GameObject)Instantiate(_BulletPref, PivotShoot.position, PivotShoot.rotation);
                     temp.GetComponent<Rigidbody>().velocity = gameObject.GetComponent<Rigidbody>().velocity;
 
 //Bullet movement code
 void Start()
         {
             if (GetComponent<Rigidbody>())
                 GetComponent<Rigidbody>().AddRelativeForce(Vector3.forward * speed * Time.deltaTime);
         }
 
 // Ship movement code
 if (_stateV > 0)
             {
                 MyRigid.AddRelativeForce(Vector3.forward * curThrust * Time.deltaTime, ForceMode.Force);
 
                 if (MyRigid.velocity.magnitude > 0 && MyRigid.velocity.magnitude > MyShip.maxSpeed)
                     MyRigid.velocity = MyRigid.velocity.normalized * MyShip.maxSpeed;
             }

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