• 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 Lolerooz · Dec 29, 2016 at 06:24 AM · 2dif-statementsiskinematic

Cant exit IsKinematic

Hey guys! I set up a script so that when i pick up a gun, sword, whatever, when I click the RMB, the obejct is dropped, moves the direction the muse is pointing at and then, after a certain distance, it stops, however, when the script is executed, the gun just drifts away, apparently, the script doesnt excecute all the way

Here is the script:

 using UnityEngine;
 using System.Collections;
 
 public class ThrowWeapon : MonoBehaviour {
     EnemyAttacked attacked;
     float timer = 2.0f;
     Vector3 direction;
     Rigidbody2D rid;
     GameObject player;
     // Use this for initialization
     void Start () {
         player = GameObject.FindGameObjectWithTag ("Player");
         rid = this.GetComponent<Rigidbody2D> ();
         rid.AddForce (direction*40);
     }
     
     // Update is called once per frame
     void Update () {
         transform.rotation = Quaternion.Slerp(this.transform.rotation,new Quaternion(this.transform.rotation.x,this.transform.rotation.y,this.transform.rotation.z-1,this.transform.rotation.w), Time.deltaTime * 10);
         timer -= Time.deltaTime;
         if(timer<=0)
         {
             rid.isKinematic = true;
             Debug.Log("ItWorks");
             Destroy (this);
         }
     }
 }

Thanks in advance!

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

0 Replies

· Add your reply
  • Sort: 

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.

Welcome to Unity Answers

The best place to ask and answer questions about development with Unity.

To help users navigate the site we have posted a site navigation guide.

If you are a new user to Unity Answers, check out our FAQ for more information.

Make sure to check out our Knowledge Base for commonly asked Unity questions.

If you are a moderator, see our Moderator Guidelines page.

We are making improvements to UA, see the list of changes.



Follow this Question

Answers Answers and Comments

4 People are following this question.

avatar image avatar image avatar image avatar image

Related Questions

Advise on scripting text adventure 1 Answer

Problem with if's conditions 0 Answers

How to double my character's movement speed whenever spacebar is pressed? 0 Answers

Stuck on using if else to prevent ball from getting stuck in brick breaker. very new to unity & C# :(,How would I reference an object to add onto its velocity in 2D? 1 Answer

(SOLVED) Object "pulls" other objects unintentionally 0 Answers

  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges