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Question by therisingsun39 · Oct 30, 2017 at 03:56 PM · directionprojectile

Projectile fires but only in right direction, not sure what I am doing wrong.

Hello all,

This is my first problem with Unity. I have done so much but I am not able to fix this error. I am writing simple 2D game and need the projectile to change its face and fire in the direction where the player facing. The projectile changes the face and fires but only in right direction. If I create a prefab of projectile in the game facing left, it does go left but not the projectiles that I am instantiating after these prefabs are gone. Here is the code:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using System.ComponentModel;
 
 public class PlayerController : MonoBehaviour
 {
     //movement variable
     public float maxSpeed;
 
     //jumping variable - creating circle at the bottom of the feet
     bool grounded = false;
     float groundCheckRadius = 0.2f;
     public LayerMask groundsLayer;
     public Transform groundCheck;
     public float jumpHeight;
 
     float speed;
 
     Rigidbody2D myRB;
     Animator myAnim;
     bool facingRight;
     bool moveLeft;
     bool moveRight;
 
     //for shooting
     public Transform gunTip;
     public GameObject missileBullet;
     // firing 2 rockets/min
     public float fireRate = 0.5f;
     float nextFire = 0f;
 
     // Use this for initialization
     void Start ()
     {
         myRB = GetComponent<Rigidbody2D> ();
         myAnim = GetComponent<Animator> ();
         facingRight = true;
         
     }
 
     void Update ()
     {
         DoJump ();
 
         //player Shooting
 
         if (Input.GetAxisRaw ("Fire1") > 0) {
             fireRocket ();
         
         }
         
     }
     // Update is called once per frame
     void FixedUpdate ()
     {
 
         //check if we are grounded
         grounded = Physics2D.OverlapCircle (groundCheck.position, groundCheckRadius, groundsLayer);
         myAnim.SetBool ("IsGrounded", grounded);
 
         myAnim.SetFloat ("Vertical Speed", myRB.velocity.y);
 
 
         //moving script
         float move = Input.GetAxis ("Horizontal");
 
         //Mathf.Abs (absolute) is to get number without +/- signs, just absolute values. So, move is between 0 and 1.
         myAnim.SetFloat ("Speed", Mathf.Abs (move));
 
         //adding velocity to our player
         myRB.velocity = new Vector2 (move * maxSpeed, myRB.velocity.y);
 
         if (move > 0 && !facingRight) {
             Flip ();                        
         } else if (move < 0 && facingRight) {
             Flip ();
         }
     }
 
 
     void Flip ()
     {
         facingRight = !facingRight;
         Vector3 theScale = transform.localScale;
         theScale.x *= -1;
         transform.localScale = theScale;
     }
 
     void fireRocket ()
     {
         if (Time.time > nextFire) {
             nextFire = Time.time + fireRate;
             if (facingRight) {
                 Instantiate (missileBullet, gunTip.position, Quaternion.Euler (new Vector3 (0, 0, 0)));
             } else if (!facingRight) {
                 Instantiate (missileBullet, gunTip.position, Quaternion.Euler (new Vector3 (0, 0, 180)));                    
                 
             }
             
         }
     }
 
     void DoJump ()
     {
         if (grounded && Input.GetAxis ("Vertical") > 0) {
             grounded = false;
             myAnim.SetBool ("IsGrounded", grounded);
             myRB.AddForce (new Vector2 (0, jumpHeight));
 
         }
     }
 
 
 
 }
 
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