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Question by bantharia · Mar 03, 2019 at 06:14 PM · 2d-platformerplatformerparent-child

Instantied projectiles getting affected by parent's animation.

An enemy in my game shoots four different projectiles with a animation trigger event calling the method. In order to keep a tidy hierarchy, I instantiante them as child objects.However, part of the animation loop involves changes in movement, and somehow every instantiated children also stops during that time. I can avoid it by not using a parent connection, but is there any other way around it?

The shooter code:

  public void Shoot()
     {
         foreach(GameObject projectilePre in projectilePrefabs)
         {
             GameObject projectile = Instantiate(projectilePre, transform.position, Quaternion.identity) as GameObject;
             projectile.transform.parent = transform;
         }        
     }

And the projectile:

 public class Projectile : MonoBehaviour
 {
     [SerializeField] float speedY = 1f, speedX = 0f;
 
     private void Start()
     {        
         GetComponent<Rigidbody2D>().velocity = new Vector2(speedX, speedY);
     }
 
     private void OnTriggerEnter2D(Collider2D collision)
     {
         Destroy(gameObject, 0.05f);
     }
 }
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Answer by Sazails · Mar 03, 2019 at 06:32 PM

You can't set the projectile to be a parent of a dynamic object. It has to be an empty objects attached to a static like gameobject.

Simple way is to just assign it to a static transform.

Advanced way is to have a gameobject containing projectiles and activating them at the right pos, rot etc, instead of instantiating them. (More performant)

If it is a fast firing riffle for eg, it is better to use raycasts. Performant and better calculation.

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