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0
Question by chinjl · Mar 12, 2018 at 01:58 AM · c#shootingmousepositionmouseclick

The shooter wont shoot towards mouse position in unity3d

every time i shoot, the place that shoot out the bullet will be the same position, it wont shoot according the mouse position.alt text

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Shoot : MonoBehaviour {
 
     public GameObject bullet;
     public Transform firePoint;
     public float fireRate = 3f;
     public float speed;
     private Vector3 mousePos;
     private Vector3 aims;
 
 
     void Awake()
     {
 
     }
 
     void Update ()
     {
         Vector3 mousePositionVector3 = new Vector3(Input.mousePosition.x,Input.mousePosition.y,0);
         mousePositionVector3 = Camera.main.ScreenToWorldPoint(mousePositionVector3);
         Vector3 targetdir = mousePositionVector3 - transform.position;
         transform.rotation= Quaternion.LookRotation(Vector3.forward,targetdir);
 
         if (Input.GetMouseButtonUp (0)) {
             //isFiring = true;
             //Shooting ();
 //            Ray cameraRay = Camera.main.ScreenPointToRay (Input.mousePosition);
 //            Plane groundPlane = new Plane (Camera.main.transform.forward, Vector3.zero);
 //            float rayLength;
 //            if (groundPlane.Raycast (cameraRay, out rayLength)) {
 //                Vector3 pointToLook = cameraRay.GetPoint (rayLength);
 //                Debug.DrawLine (cameraRay.origin, pointToLook, Color.blue);
 //                Rigidbody rocketInstance;
 //                rocketInstance = Instantiate (bullet, firePoint.position, firePoint.rotation) as Rigidbody;
 //                rocketInstance.transform.LookAt (pointToLook);
 //                rocketInstance.AddForce (firePoint.transform.right * 500);
             GameObject newBullet = Instantiate(bullet, transform.position, transform.rotation) as GameObject;
             Rigidbody rigid = newBullet.GetComponent<Rigidbody>();
             rigid.velocity = transform.up * 10;
         }
 
 
     }
 }
 //    void Shooting()
 //    {
 //        Rigidbody rocketInstance;
 //        rocketInstance = Instantiate (bullet, barrelEnd.position, barrelEnd.rotation) as Rigidbody;
 //        rocketInstance.AddForce (barrelEnd.right * 500);
 //    }
 
 

screenshot-3.png (131.1 kB)
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