2D bullets don't face the aiming direction

For the life of me…I just cannot figure out what I am doing wrong…The bullets are never travelling in the aiming direction. Tried tutorials but they confused me further.

I have this function that spawns the bullet

    public void Range_Fire()
    {

        if (so_Weapons.enum_bullet_type == SO_Weapons.bullet_type.bullet)
        {
   
            ObjectPooling.objectToSpawn = so_Weapons.bullet;
            ObjectPooling.objectSpawnTo = spawnTransform;

            //instantiate object
            GameObject bullet_instantiated = so_Weapons.use_pool ? ObjectPooling.object_pool.Get() : Instantiate(so_Weapons.bullet, spawnTransform.position, spawnTransform.rotation);


            //
            Debug.Log("spawnTransform.position : "  + spawnTransform.position);
            Debug.Log("spawnTransform.rotation : " + spawnTransform.rotation);

            //we get the bullet class and assign the values
            ProjectileMoveScript bullet_instantiated_class = bullet_instantiated.GetComponent<ProjectileMoveScript>();
            bullet_instantiated_class.so_Weapons = so_Weapons;
            bullet_instantiated_class.spawnBullet = spawnTransform.gameObject;


        }

    }

And then inside the bullet script I add the function…tried few things but not the result I want

    public void Bullet_Force()
    {

        rb.AddForce(Vector2.right * so_Weapons.bullet_speed);
        //rb.AddRelativeForce(Vector2.right * so_Weapons.bullet_speed);
        //rb.AddForce(new Vector2(0,spawnBullet.transform.rotation.y) * so_Weapons.bullet_speed);
        //rb.AddForce(Vector3.forward * so_Weapons.bullet_speed);

    }

Check if the prefab for the bullet’s “front” corresponds to what you expect.

EG, if you think “front” should point upwards, make sure the motion is upwards. By “make sure” I mean print out the vector values.

You must find a way to get the information you need in order to reason about what the problem is.

What is often happening in these cases is one of the following:

  • the code you think is executing is not actually executing at all
  • the code is executing far EARLIER or LATER than you think
  • the code is executing far LESS OFTEN than you think
  • the code is executing far MORE OFTEN than you think
  • the code is executing on another GameObject than you think it is
  • you’re getting an error or warning and you haven’t noticed it in the console window

To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.

Doing this should help you answer these types of questions:

  • is this code even running? which parts are running? how often does it run? what order does it run in?
  • what are the values of the variables involved? Are they initialized? Are the values reasonable?
  • are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

Knowing this information will help you reason about the behavior you are seeing.

You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as Debug.Log("Problem!",this);

If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

You could also just display various important quantities in UI Text elements to watch them change as you play the game.

If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer or iOS: How To - Capturing Device Logs on iOS or this answer for Android: How To - Capturing Device Logs on Android

Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

Here’s an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

When in doubt, print it out!™

Note: the print() function is an alias for Debug.Log() provided by the MonoBehaviour class.

ALSO: Set the pooling aside and get it working FIRST. Pooling is almost always just a needless complication, and useless until you get 100% of the basics working perfectly. Otherwise you have no idea if the problem is in the pooling.

The costs and issues associated with object pooling / pools:

If you were asking how to move something in a specific direction, it would’ve been useful to actually specify what defines the direction you want to move.

If you want it relative to the rotation of the Rigidbody2D then you can use AddRelativeForce. The problem I suspect is that you’ve not read up enough about forces/impulses.

If you add a force of (say) 100 right, it won’t suddenly being moving 100 world units right. A force is time-integrated. You’d want to add it with a “ForceMode2D.Impulse” meaning it instantly changes the velocity. You’d then call it once only.

rb.AddRelativeForce(Vector2.right * so_Weapons.bullet_speed, ForceMode2D.Impulse);

You could alternately just set its velocity.

No idea what this body is, when the “Bullet_Force” is called etc.

Thank you both…i feel dumb I should have tried other directions.

I changed it to

 rb.AddRelativeForce(Vector2.down * so_Weapons.bullet_speed);

and it now works

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