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Question by Fuzzymoth_Games · Dec 08, 2020 at 03:58 PM · rotationrotaterigidbody2d

Rigidbody2d not rotating

         GameObject bullet = Instantiate(bulletPrefab, firePoint.position, firePoint.rotation);
         Rigidbody2D brb = bullet.GetComponent<Rigidbody2D>();
         brb.AddForce(firePoint.up * bulletForce, ForceMode2D.Impulse);
         fireRB.rotation += 45;

The script for my Shoot function. I want the object to shoot, then rotate 45 degrees, but the rotate part does not work. Everything else seems to be working fine, just not the rotate.

Update: The first few times it shoots, it does not rotate, but after shooting 5 or so times, it starts rotating again.

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Answer by Fuzzymoth_Games · Dec 10, 2020 at 08:33 PM

I finished it. I used fireRB.gameObject.Transform.Rotate().

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Answer by qsp18 · Dec 08, 2020 at 05:34 PM

rotation is a matrix - like a vector of 4 components.

Better use: fireRB.gameObject.transform.rotation.eulerAngles

This is a vector and then you have to specify which component of the vector to change. In 2D it should be the Z. So you have to write:

fireRB.gameObject.transform.rotation.eulerAngles.z = new Vector3(fireRB.gameObject.transform.rotation.eulerAngles.x, fireRB.gameObject.transform.rotation.eulerAngles.y, fireRB.gameObject.gameObject.transform.rotation.eulerAngles.z + 45)

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avatar image qsp18 · Dec 08, 2020 at 05:36 PM 0
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i used fireRB.gameObject.transform instead of fireRB, to change the values of the transform

avatar image Fuzzymoth_Games · Dec 09, 2020 at 05:29 PM 0
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It caused an error: "Cannot modify the return value of Quaternion.EulerAngles because it is not a variable".

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