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Question by drewb4 · Jun 09, 2017 at 06:05 AM · velocityprojectilemouseclick

How do you shoot a 2d projectile at any angle from your character?

I am trying to shoot a fireball from my character where I click my mouse. When I click what I want to happen is a fireball will spawn at my character and travel (and rotate) towards where I clicked my mouse. Does anyone know a good way to do this?

With my current implementation I have a very strange bug. It only shoots fireballs at the correct location when I'm standing at (0,0). If I am standing somewhere else it shoots very off target, or even in the completely wrong direction...

Just hoping someone knows a good way to do this!

     protected virtual void Update() {
         //CLICK TO MOVE
         if (shooting) {
             canWalk = false;
             if (Input.GetMouseButtonDown(0)) {
 
                 Plane playerPlane = new Plane(Vector3.forward, transform.position);
                 Ray ray = cam.ScreenPointToRay(Input.mousePosition);
                 if (!EventSystem.current.IsPointerOverGameObject()) {
                     toMove = true;
                 } else {
                     toMove = false;
                 }
                 targetPosition = cam.ScreenToWorldPoint(Input.mousePosition);
 
                 Debug.DrawRay(ray.origin, ray.direction * 500, Color.yellow);
                 float hitdist = 0.0f;
 
                 if (playerPlane.Raycast(ray, out hitdist) && toMove) {
                     targetPosition = ray.GetPoint(hitdist);
                     Debug.Log(targetPosition);
                     //Instantiate(point, targetPosition, Quaternion.identity);
                     targetPosition.z = transform.position.z;
                     Vector3 location = new Vector3(transform.position.x, transform.position.y, transform.position.z);
                     GameObject beam = Instantiate(Projectile, location, Quaternion.identity) as GameObject;
                     beam.transform.position = Vector3.MoveTowards(beam.transform.position, targetPosition, Time.deltaTime * 100);
                     beam.GetComponent<Rigidbody2D>().velocity = beam.transform.TransformDirection(new Vector3(targetPosition.x, targetPosition.y, lookVec.z));
 
                     shooting = false;
                     return;
                 }
             }

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