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Question by .hooligan · Jan 23, 2011 at 12:23 PM · 2drotation

Top down 2d shooting problems

Hey all, just have a quick question about firing an object in a 2d game from a rotating object. So a top down turret. I'm trying to get it to move at a constant speed at the angle of the turret.

Here is what I've tried, I got this from another question on unity answers. It acts kinda funky. I print out the angle and that looks ok but the object doesn't seem to shoot in the right direction.

GameObject bullet = (GameObject) Instantiate(bulletPrefab, nozzel.transform.position, Quaternion.identity);

float turretAngle = turret.transform.rotation.eulerAngles.z;

Vector3 force = new Vector3(5 Mathf.Cos(turretAngle 180 / Mathf.PI), 5 Mathf.Sin(turretAngle 180 / Mathf.PI), 0);

bullet.rigidbody.velocity = force;

Now the bullet fires of in a direction but sometimes/most times its totally random?

Also how to I add or subtract to the turretAngle properly. I drew my sprite at the wrong angle and need to minus 45 degrees from the calcs?

EDIT: Ok I decided to do it a different way but there is one thing holding me back. Is there a way to get the degrees and not the eulerAngles of a rotated object?

Here's what I'm trying now. Not sure if it working correctly though

GameObject bullet = (GameObject) Instantiate(bulletPrefab, nozzel.transform.position, Quaternion.identity);

float force = 2; float bulletAngle = 45; //I need to work out the rotation of the turret but this method doesn't work with euler angles it seems, well at least I cant work out how

float ax = Mathf.Cos(bulletAngle) force; float ay = Mathf.Sin(bulletAngle) force;

Vector3 bulletForce = new Vector3(ax,ay,0); bullet.rigidbody.velocity = bulletForce;

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