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Question by Orloffyeah · Jul 09, 2014 at 06:14 PM · c#bulletshot

Bullets Shot Stay Still

Hi, I am passing an old shooting script that I made in JS to C#, and is working, except that the bullets just appear and aren't shot, where is my mistake? I know it worked almost a year ago.

Gun Script:

 using UnityEngine;
 using System.Collections;
 
 public class Shoot : MonoBehaviour {
 
 public float holdHeight= -0.5f;
 public float holdSide = 0.5f;
 public float racioHipHold = 1f;
 public float hipToAimSpeed = 0.1f;
 private float racioHipHoldV ;
 
 public float aimRacio = 0.4f;
 
 public float zoomAngle = 30f;
 public float fireSpeed = 15f;
 private float waitTilNextFire = 0f;
 public GameObject bullet;
 public GameObject bulletSpawn;
 
 public float shootAngleRandomizationAiming = 5f;
 public float shootAngleRandomizationNotAiming = 15f;
 
 public float recoilAmount = 0.5f;
 public float recoilRecoverTime= 0.2f;
 private float currentRecoilZPos;
 private float currentRecoilZPosV;
 public GameObject bulletSound;
 public GameObject muzzleFlash;
 public GameObject muzzleFlashSpawn;
 
 
 //Unlocks
 
 public bool weaponUnlocked = false;
 
  
 
     void Update () 
 
     {
 
         if (Input.GetButton("Fire1"))
         {
             if (waitTilNextFire <= 0)
             if (weaponUnlocked == true)
             {
                 GameObject holdSound = null;
                 GameObject holdMuzzleFlash = null;
                 
                 if (bullet)
                 {
                     Instantiate(bullet, bulletSpawn.transform.position, bulletSpawn.transform.rotation);
                 }                    
                 if (bulletSound)
                 {
                     holdSound = Instantiate(bulletSound, bulletSpawn.transform.position, bulletSpawn.transform.rotation) as GameObject;
                 }
                 if (muzzleFlash)
                 {
                     holdMuzzleFlash = Instantiate(muzzleFlash, muzzleFlashSpawn.transform.position, muzzleFlashSpawn.transform.rotation) as GameObject;
                 }
                 currentRecoilZPos -= recoilAmount;
 
                 waitTilNextFire = 1;
                 
                 if (holdSound)
                 {
                     holdSound.transform.parent = transform;
                 }
                 if (holdMuzzleFlash)
                 {
                     holdMuzzleFlash.transform.parent = transform;
                 }
             }
         }
 
         waitTilNextFire -= Time.deltaTime * fireSpeed;
 
         currentRecoilZPos = Mathf.SmoothDamp(currentRecoilZPos, 0f, ref currentRecoilZPosV, recoilRecoverTime);
     }
 }
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avatar image DoctorWho · Jul 09, 2014 at 11:34 PM 1
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if you do not have a rigidbody attached to your bullet or created on the bullet, there is no way a force can be applied.

link to read unity manual, and have a sample code: click here

avatar image DoctorWho · Jul 09, 2014 at 11:37 PM 1
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not sure that link worked so here it is written out:http://docs.unity3d.com/ScriptReference/Rigidbody.AddForce.html or you can go to the scripting and type :Rigidbody.AddForce

avatar image vickygroups · Jul 10, 2014 at 04:03 AM 0
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agree with the above. add a script to your bullet that moves it. the easiest is with rigidbody.moveposition if you're using unity 4.5, but you can move an object without a rigidbody if you use vector3.lerp

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Answer by robertbu · Jul 09, 2014 at 06:24 PM

There's no code here that moves the bullet. Should the bullet prefab have a script that moves it? If so, that would be the place to look for the problem. If not, you need to take a closer look at your translation.

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avatar image Orloffyeah · Jul 10, 2014 at 03:45 AM 0
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Thanks man, I had a nother script which moved the bullet which I completely forgot about.

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