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This question was closed May 30, 2012 at 10:59 PM by KiraSensei for the following reason:

The question is answered, right answer was accepted

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Question by KiraSensei · May 08, 2012 at 08:06 PM · parentchild

parent/child translate problem

Hello,

I'm working on a simple FPS game. I have a character (with arms, of course). Its right arm has a child : an empty object which instantiate some weapons. One of the weapons has a child : a projectile instantiated when the weapon is selected. When i shoot i break the link by unparenting the projectile from the weapon, and i instantiate a new one, again child of the weapon.

With this weapon in the hand, while i'm rotating i can see the projectile follow the weapon, but when i move the character, front, back or on one side, the projectile does not follow, stays where it is, but still follows the rotating movements ! (so it still is a child of the weapon, no ?)

I don't understand how a problem can appear on the projectile and not on the weapon because my code is the same for both ...

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avatar image kolban · May 08, 2012 at 08:40 PM 0
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Is it possible you have checked the box in the RigidBody for constraints in the x/y/z axis but not changed their constraints for rotation?

avatar image KiraSensei · May 08, 2012 at 08:54 PM 0
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Nothing is checked in the rigid body constraints.

avatar image KiraSensei · May 10, 2012 at 06:19 PM 0
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Does anyone has an other idea of the problem ? It may be an obvious solution but I have no idea ...

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Answer by KiraSensei · May 08, 2012 at 09:52 PM

I noticed that if i don't have any rigidbody attached to my projectile, there is no problem, it follows the weapon, but i can't launch it :

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

So the rigidbody has to be the problem, but I don't understand why ...

EDIT : For those who have the problem, I solved it with an instantiation of the rigidbody only at the moment when the projectile must move. No more translation problem before :)

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