• 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 /
This question was closed Jan 11, 2015 at 09:32 AM by tanoshimi for the following reason:

The question is answered, right answer was accepted

avatar image
0
Question by nijbu · Jan 11, 2015 at 08:26 AM · projectileweapon

Instantiate at wrong position

Hello, I am making a system for easily creating complex 2D weapons. How it works currently is you have a weapon, that weapon has components and those components fire specific projectiles (with their own behaviours, death rattles etc)

My problem is when I instantiate the bullets they appear ~8 units behind where I want them

     IEnumerator  fire()
     {
         canFire = false;
         spawnedProjectile = (GameObject)Instantiate (projectile, gameObject.transform.position, Quaternion.Euler(bulletAngle));
         ProjectileStats = (BasicProjectile)spawnedProjectile.AddComponent<BasicProjectile>();
         ProjectileStats.projectileSpeed = projectileSpeed;
         ProjectileStats.shieldDamage = shieldDamage;
         ProjectileStats.normalDamage = normalDamage;
         ProjectileStats.pierceDamage = pierceDamage;
         Debug.Log (spawnedProjectile.transform.position);
         yield return new WaitForSeconds(rateOfFire);
         canFire = true;
     }
 }

This is where I instantiate the projectile, passing through values. I tried with the 1 argument Instantiate call (That defaults to 0,0,0) and It still spawns at what looks like 0,-8,0. Pausing the game and clicking on the projectile however will say (0,0,0)

Comment
Add comment · Show 3
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 tanoshimi · Jan 11, 2015 at 08:27 AM 0
Share

Load your projectile in whatever modelling software you used to create it and check that it's positioned at the origin.

avatar image nijbu · Jan 11, 2015 at 08:43 AM 0
Share

I probably should have mentioned it is a Sprite.

 rigid = (Rigidbody2D)gameObject.AddComponent <Rigidbody2D>();
 render = (SpriteRenderer)gameObject.AddComponent <SpriteRenderer>();
 rigid.is$$anonymous$$inematic = true;
 projectileTexture = (Texture2D) Resources.Load ("Textures/bullet");
 textSize = new Vector2 (projectileSprite.width, projectileSprite.height);
 RectSize = new Rect(0,0,textSize.x,textSize.y);
 render.sprite =  Sprite.Create (projectileSprite, RectSize, new Vector2(textSize.x / 2,textSize.y/2), 100);



avatar image nijbu · Jan 11, 2015 at 09:16 AM 0
Share

It works, I thought the center was given by getting half the size, I was wrong. Thanks for the help.

1 Reply

  • Sort: 
avatar image
0
Best Answer

Answer by nijbu · Jan 11, 2015 at 09:32 AM

render.sprite = Sprite.Create (projectileSprite, RectSize, new Vector2(textureSize.x / 2,textureSize.y/2), 100); should be render.sprite = Sprite.Create (projectileSprite, RectSize, new Vector2(0,0), 100);

Comment
Add comment · 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

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

2 People are following this question.

avatar image avatar image

Related Questions

how to only be able to shoot if an object is active 2 Answers

How to instantiate a projectile only from the weapon prefab of the firing player? 1 Answer

Could you advice me why this Gun and Ballistic Script doesn't work? 1 Answer

Lens flare as missile, make it dissapear? 1 Answer

Cloned Bullets not triggering door 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges