• 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 /
avatar image
1
Question by Damonic217 · Jan 24, 2018 at 10:15 AM · rotationquaternioninstantiate prefab

Trying to implement a cone shot in a 2D Game.

Greetings,

I'm trying to implement a cone shot in the 2D game for my enemy AI.

The idea is that the middle shot is aimed at the player and the other 4 are slightly spread with 2 on each side.

  public class MultiShoot : MonoBehaviour {
 
     private float angle;
 
     public GameObject bullet;
     public float startShotTime = 0.5f;
     public float delayShotTime = 0.5f;
     // Use this for initialization
     void Start()
     {
         InvokeRepeating("ShootMissle", startShotTime, delayShotTime);
     }
 
     // Update is called once per frame
     void Update()
     {
 
     }
 
     void ShootMissle()
     {
         //Instantiate(bullet, new Vector2(gameObject.transform.position.x, gameObject.transform.position.y + 0.40f), gameObject.transform.rotation);
         angle = 60f;
         for (int z = 0; z < 5; z++)
         {
             var shotRotation = gameObject.transform.rotation;
             shotRotation = Quaternion.Euler(0, 0, angle);
             Debug.Log(shotRotation);
 
             Instantiate(bullet, new Vector2(gameObject.transform.position.x, gameObject.transform.position.y), shotRotation);
             angle = angle - 30f;
         }
 
     }
 }

So my idea here was start of with an angle of 60degrees and each time it runs through the forloop it it minuses 30, this was the middle shot will have 0 added to the player location making the middle shot aim at the player.

However I'm having an issue adding to the player location.

If you could point me in the correct direction or have a more effective way to do this, i'd greatly appreciate it.

Edit. I've managed to get the bullets to fly in the cone shot I need, however it's now not getting the direction from the game object anymore.

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

1 Reply

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by callen · Jan 24, 2018 at 06:55 PM

Change this line:

          var shotRotation = gameObject.transform.rotation;
          shotRotation *= Quaternion.Euler(0, 0, angle);

By doing *= instead of = you will rotate your initial shotRotation by the desired amount, instead of simply overwriting it.

Comment
Add comment · Show 1 · Share
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
avatar image Damonic217 · Jan 24, 2018 at 07:05 PM 1
Share

Thanks mate, I've honestly just come across a post saying in order to add two quaternions you'll have to multiply them.

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

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

103 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Quaternion Rotation On Specific Axis Issue 0 Answers

Calculate rotation angle for two side of cube ( like dice ) from Quaternion.identity 0 Answers

Look at like rotating around y axis 1 Answer

ConfigurableJoint - angular positions (rotation) problem 1 Answer

Make Quaternion affected by float 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges