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Question by arcantos9104 · Feb 22, 2014 at 05:07 PM · forcebulletfiring

Problem adding force to a bullet

So I have a character with a script that handles movement and weapons firing. The bullet is fired when the user clicks, instantiating at an empty object that is a child of the character gameobject. I then use AddForce to get it a-moving. However, it just sits there. It does not spawn in contact with any BoxCollider2d's, and no error is returned at any point. The bullet object has a rigidbody2d, sprite renderer, and a boxcollider2d, gravity scale of zero. This is the gun firing section of my playerController script:

 if (Input.GetMouseButtonDown (0)) {
     //creates bullet in proper place
     Instantiate(bullet, GameObject.Find ("firePoint").transform.position, Quaternion.identity);
 
       if (dir == 1) {
        bullet.AddForce(bullet.transform.right *      bulletSpeed);
       }
 
       else if (dir == 0) {     bullet.AddForce(bullet.transform.right * -bulletSpeed);
        }
 }

This is my first post, I hope the code is readable, I had issues posting it well. For some reason no force is being applied, and I'm just a little stumped. Any help would be much appreciated.

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Answer by robertbu · Feb 22, 2014 at 05:17 PM

The issue you are having is that you are trying to apply force to the prefab, not to the object created by the Instantiate() I cannot tell if this is C# or Javascript, nor the type of 'bullet'. This should work in either case:

 var go = Instantiate(bullet, GameObject.Find ("firePoint").transform.position, Quaternion.identity) as GameObject;

Then you AddForce() like:

 go.AddForce(bullet.transform.right *      bulletSpeed);

That is, you use the reference to the created object, not the reference to the prefab.

Note that force is not the same thing as speed, and it may be necessary to apply a significant force to get your object moving at a projectile-like speed. For a Rigidbody of mass 1.0, it takes a force of between 500 - 1500 to get an object moving at a projectile-like speed.

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