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Question by RockyH · Mar 13, 2015 at 10:56 AM · raycastinstantiateprefabfollowpath

How do I instantiate a projectile along the path of a raycast?

 using UnityEngine;
 using System.Collections;
 
 public class PoopieShot2 : MonoBehaviour 
 {    
     public float hitForce = 1000f;
     
     public Camera myCam;
 
     public GameObject blast;
 
     public GameObject explosion;
 
     void Update () 
     {
         //            GetComponent<AudioSource>().Play();
         RaycastHit hit;
         Ray ray = myCam.ScreenPointToRay(Input.mousePosition);
 
         Debug.DrawRay (ray.origin, ray.direction * hitForce, Color.red);
 
         if (Physics.Raycast (ray, out hit, hitForce))
         {
         }
         if(Input.GetButtonDown("Fire1"))
         {
             Instantiate(blast, transform.position, transform.rotation);
 
             if (hit.rigidbody != null)
             {
                 hit.rigidbody.AddForceAtPosition (ray.direction * hitForce, hit.point);
                 Debug.Log("Hit");
 
                 Instantiate(explosion, hit.point, Quaternion.identity);
                 Destroy(hit.transform.gameObject);
             }
 
         }
     }
 }

This what I have as of now, I can hit rigidbodies with this but I can't seem to get the projectile to fly towards them, it's always off to the side. Also, could someone tell me how I can delay an explosion on a game object, like delaying the destruction of it after a raycast, or should I just program any destructible objects to blow up after being hit by a ray cast on a separate script? Anyway, thanks for your help in advance!

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Answer by JinJin · Mar 13, 2015 at 06:24 PM

change

 Instantiate(blast, transform.position, transform.rotation);

to

 Instantiate(blast, transform.position, Quaternion.LookRotation(ray.direction));

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avatar image RockyH · Mar 14, 2015 at 02:50 AM 0
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Awesome, thanks!

avatar image RedStones_31 · Feb 17, 2019 at 08:29 PM 0
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Thank you so much!

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