• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by caleb_b · Sep 16, 2014 at 07:56 PM · c#physicsrigidbody

rigidbody.Addforce doesn't move my bullet.

I'm working on a FPS, and I want to use rigidbody to launch my bullet. Here is my script so far

 using UnityEngine;
 using System.Collections;
 
 public class PlayerGunController : MonoBehaviour 
 {
     public GameObject bullet;
 
     void Update () 
     {
         if(Input.GetMouseButtonDown(0))
         {
             print("Pulled trigger");
             bullet.rigidbody.AddForce(Vector3.forward * 10);
         }
     }
 }

I did a little reading about Rigidbody in the script reference, then gave it a go. Doesn't work. The bullet gameobject is a sphere with a rigidbody attached to it. useGravity is off and isKinematic is on, no other settings were changed.

I click the button and see the message printed, but the sphere doesn't move. Any help?

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by flaviusxvii · Sep 16, 2014 at 08:02 PM

http://docs.unity3d.com/ScriptReference/Rigidbody-isKinematic.html

If isKinematic is enabled, Forces, collisions or joints will not affect the rigidbody anymore.

Read a little closer :D

Comment
Add comment · Show 2 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image VesuvianPrime · Sep 16, 2014 at 08:04 PM 0
Share

Also your bullet is going to go faster every time you click!

avatar image caleb_b · Sep 16, 2014 at 08:09 PM 0
Share

facepalm

file:///C:/Program%20Files/Unity/Editor/Data/Documentation/Documentation/ScriptReference/Rigidbody.html

 is$$anonymous$$inematic    Controls whether physics affects the rigidbody.

I misunderstood :D Thanks!

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

The best place to ask and answer questions about development with Unity.

To help users navigate the site we have posted a site navigation guide.

If you are a new user to Unity Answers, check out our FAQ for more information.

Make sure to check out our Knowledge Base for commonly asked Unity questions.

If you are a moderator, see our Moderator Guidelines page.

We are making improvements to UA, see the list of changes.



Follow this Question

Answers Answers and Comments

25 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

RigidBodies and "Slipping" Prevention 0 Answers

RigidBody Script Conflict 1 Answer

How to get my child objects to follow the parent? Also, not sure if this is working. 0 Answers

How would I get collision at different speeds? 2 Answers

Multiple Cars not working 1 Answer

  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges