Ok people, once again i’m here bagging on my knees for your help. So here’s the deal. I have this Tank that is supposed to shoot missiles and here’s what i have.
@script ExecuteInEditMode()
var bulletPrefab: Transform ;
var tirosDisparados: int =0;
var bulletSpeed: float = 60;
var buttonX: int = 0;
var buttonY: int = 0;
function Update()
{
if (Input.GetButtonDown("Fire1"))
{
var shoot = Instantiate(bulletPrefab,GameObject.Find("Spawn").transform.position,Quaternion.identity);
shoot.rigidbody.AddForce(GameObject.Find("Spawn").transform.forward * bulletSpeed);
//Bullet Counting
tirosDisparados = tirosDisparados + 1;
Debug.Log(tirosDisparados);
}
}
The problem is, no matter the rotation of the prefab, my missile always faces to the sky, I believe it’s something related to the quaternion, but since, i don’t know how to work with it (i’m a noob), i’m asking for your help… Hope you can help me.
Thanks once again to this wounderfull community.
var spawn:GameObject;
//This is creating a reference to the spawn object for faster access.
function Start(){
spawn =GameObject.Find("Spawn");}
var shoot =Instantiate(bulletPrefab,spawn.transform.position, spawn.transform.rotation);
shoot.rigidbody.AddForce(spawn.transform.forward * bulletSpeed);
Using the spawn rotation fixes it… Or not, well, if i rotate the spawn now, x axis makes my missile being shoot upwards or downwards, the y one, makes it shoot more to the left or to the right, and only z makes the bullet rotate, in this case the wrong direction, since now instead of being always facing up, is always facing left, as i set the spawn z rotation to 90…