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Question by infinitypbr · Dec 31, 2012 at 09:07 AM · localpositionsine-wave

Making a Bullet travel in a Sine Wave (like Metroids "Wave beam")

I found some code from the answers but I'm having trouble implementing it. Ultimately I see it working, but the bullets aren't moving as expected. I'd like for them to travel forward while moving in an up/down wave pattern.

When I play this step by step in the editor I can see the z-axis rotation as expected, but the x & y positions do not follow where the gameObject is pointing (it's pointing towards the z axis, which keeps moving up and down).

Any ideas?

         transform.eulerAngles = Vector3(0,0,Mathf.Sin((Time.time-starttime+111.3)*6)*100);
         transform.localPosition.x += ((aX * gunSpeed) * Time.deltaTime);
         transform.localPosition.y += ((aY * gunSpeed) * Time.deltaTime);
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avatar image infinitypbr · Dec 31, 2012 at 10:06 PM 0
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Any new years eve coders have a thought?

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Answer by GalZohar · Jan 01, 2013 at 10:58 AM

 private Vector3 basePosition;
 public float speed, amplitude, omega;
 
 void Start()
 {
    basePosition = transform.position;
 }
 
 void Update()
 {
    basePosition += transform.forward * speed * Time.deltaTime;
    transform.position = basePosition + transform.up * amplitude * Mathf.Sin(omega * Time.time);
 }

If you also want to turn the bullet, though, you will have to do a bit of extra work here, but that should work if you don't truly care about the bullet's orientation and should be easy to adjust further once you get the idea.

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