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Question by Socratis · Dec 25, 2011 at 10:13 PM · rotationrotation axis

Problem with object's rotation

Hello I have a small problem and already looked at other threads with no luck. I have a ship that by pressing the space bar it shoots a missile from a spawn point(empty object) that i have created in front on the ships nose. Now my problem is when the ship is rotated and i fire a missile the missile's nose wont look where it is supposed to look. For instance i might shoot and the missile's front direction is the back of the missile and not the nose. With a few words the missile will always look at certain direction no matter where the ship is looking at.

I have set the object to local space already. Any suggestions? Thanks

The script that is attached to the boat :

var bulletPrefab:Transform; var speed = 2000;

function Update () {

if(Input.GetButtonDown("Jump")) { var bullet = Instantiate(bulletPrefab, transform.Find("SpawnPoint").transform.position, Quaternion.identity);

bullet.tag ="vehicleProjectile";

bullet.rigidbody.AddForce(transform.forward * speed);

}

}

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Answer by Zergling103 · Dec 25, 2011 at 10:47 PM

 var bulletPrefab : Transform; 
 var speed = 2000;
 // -------------------------------------------------------------
 var spawnPoint : Transform; // Don't use Find(). It's slow. :)
                             // Just set this variable in the inspector
                             // like you did with bulletPrefab.
 // -------------------------------------------------------------


 function Update () {
 
     if(Input.GetButtonDown("Jump")) {
         var bullet = Instantiate(bulletPrefab, 
                                  spawnpoint.transform.position, 
 // -------------------------------------------------------------
                                  spawnpoint.transform.rotation);
 // ----------------------------- OR ----------------------------
                                  Quaternion.LookRotation(transform.forward));
 // -------------------------------------------------------------

         bullet.tag ="vehicleProjectile";
 
         bullet.rigidbody.AddForce(transform.forward * speed);
     }
 }
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avatar image Zergling103 · Dec 25, 2011 at 11:04 PM 0
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hahaha >:D

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Answer by Socratis · Dec 26, 2011 at 10:22 PM

Meh it was that simple -.- Thanks a lot for the solutions and the tip(:

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