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Question by Xatoku · Feb 23, 2011 at 01:10 AM · projectilediagonal

Angled Shot Projectile

Currently, when I start up the game, the projectile works fine:

var meteor1 = Instantiate(meteor1Prefab, GameObject.Find("meteorSpawnPoint").transform.position, transform.rotation);
yield WaitForSeconds(2);
/////Shoots Meteor 1////////
meteor1.rigidbody.AddForce(0,-8000,4000);

But if I turn my character any degrees other than his default, the projectile continues to shoot in the direction the default position shot. How can I get the projectile to shoot on its angle corresponding to the chars angle?

Note: He basically calls a projectile, and as he does his casting animation the projectile grows (in a diff script) and then after 2 seconds, it will shoot from in the air down to the ground.

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Answer by Chris D · Mar 03, 2011 at 10:04 PM

It looks like your problem might be in your AddForce call. Regardless of how your object is rotated, the force will always be applied along the vector (0,-8000,4000). AddRelativeForce should solve that problem as it'll take the game object's rotation into account.

Take this with a grain of salt, I'm new to unity...

edit: found this, too: http://answers.unity3d.com/questions/22478/add-relative-force

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