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Question by LesPoar · May 29, 2020 at 08:39 AM · force

Can't add force to the game objects,Can't add force into an gameobject.

I'm trying to create a trap that instantiate 4 arrows at the same time to different locations. Although It does insantiate the gameobjects, it fails to add force. I'm sorry for the noobish question.

 public GameObject arrowPrefab;
     public Transform firepoint_topright;
     public Transform firepoint_topleft;
     public Transform firepoint_downleft;
     public Transform firepoint_downright;
 
     public float arrowForce = 30f;
 
     IEnumerator Start()
     {
         
         while (true)
         {
             yield return new WaitForSeconds(1f);
             Shoot();
         }
     }
 
     void Shoot()
     {
         GameObject arrow1 = Instantiate(arrowPrefab, firepoint_topright.position, firepoint_topright.rotation);
         GameObject arrow2 = Instantiate(arrowPrefab, firepoint_topleft.position, firepoint_topleft.rotation);
         GameObject arrow3 = Instantiate(arrowPrefab, firepoint_downleft.position, firepoint_downleft.rotation);
         GameObject arrow4 = Instantiate(arrowPrefab, firepoint_downright.position, firepoint_downright.rotation);
 
         Rigidbody2D rb2d1 = arrow1.GetComponent<Rigidbody2D>();
         Rigidbody2D rb2d2 = arrow2.GetComponent<Rigidbody2D>();
         Rigidbody2D rb2d3 = arrow3.GetComponent<Rigidbody2D>();
         Rigidbody2D rb2d4 = arrow4.GetComponent<Rigidbody2D>();
 
         rb2d1.AddForce(firepoint_topright.up * arrowForce, ForceMode2D.Impulse);
         rb2d2.AddForce(firepoint_topleft.up * arrowForce, ForceMode2D.Impulse);
         rb2d3.AddForce(firepoint_downleft.up * arrowForce, ForceMode2D.Impulse);
         rb2d4.AddForce(firepoint_downright.up * arrowForce, ForceMode2D.Impulse);
 
     }

,I'm trying to insantiate arrows in 4 different points at the same time and make a trap like that. Although the code successfully insantiates the prefabs, It doesn't apply the force to launch the arrows.

     public GameObject arrowPrefab;
     public Transform firepoint_topright;
     public Transform firepoint_topleft;
     public Transform firepoint_downleft;
     public Transform firepoint_downright;
 
     public float arrowForce = 30f;
 
     IEnumerator Start()
     {
         
         while (true)
         {
             yield return new WaitForSeconds(1f);
             Shoot();
         }
     }
 
     void Shoot()
     {
         GameObject arrow1 = Instantiate(arrowPrefab, firepoint_topright.position, firepoint_topright.rotation);
         GameObject arrow2 = Instantiate(arrowPrefab, firepoint_topleft.position, firepoint_topleft.rotation);
         GameObject arrow3 = Instantiate(arrowPrefab, firepoint_downleft.position, firepoint_downleft.rotation);
         GameObject arrow4 = Instantiate(arrowPrefab, firepoint_downright.position, firepoint_downright.rotation);
 
         Rigidbody2D rb2d1 = arrow1.GetComponent<Rigidbody2D>();
         Rigidbody2D rb2d2 = arrow2.GetComponent<Rigidbody2D>();
         Rigidbody2D rb2d3 = arrow3.GetComponent<Rigidbody2D>();
         Rigidbody2D rb2d4 = arrow4.GetComponent<Rigidbody2D>();
 
         rb2d1.AddForce(firepoint_topright.up * arrowForce, ForceMode2D.Impulse);
         rb2d2.AddForce(firepoint_topleft.up * arrowForce, ForceMode2D.Impulse);
         rb2d3.AddForce(firepoint_downleft.up * arrowForce, ForceMode2D.Impulse);
         rb2d4.AddForce(firepoint_downright.up * arrowForce, ForceMode2D.Impulse);
 
     }
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avatar image SteenPetersen · May 29, 2020 at 03:58 AM 0
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Hi @LesPoar

Sorry for the delay there are a lot of questions in moderation at the moment. It seems you have posted your question twice in one post so perhaps clean that up a bit so we don't scare the community. Second, maybe the issue is that you are applying the force in 'firepoint_topright.up', have you tried with '.forward' see if that is correct?

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