Curving bullets

I’ve been programming for a bit over a week now. I’m working on a 2D-scrolling shooter with 3D visuals. The idea is for the game area to fly around the 3D world. Hence, everything that happens gameplay-wise should happen in coordinates relative to the GameArea prefab.
I’ve managed to make the GameArea-prefab fly through the game world using iTween, I’ve managed to make the bullets parent themselves to the GameArea and I’ve SORT OF managed to make the bullets fire in the correct orientation. What’s happening now is that the bullets behave like in the pictures below.

Also, since the problem seems so difficult to describe, I have decided to fraps it. Check out this video to better see what I mean: 2.

Below is the code for the bullet. I’ve decided to make it do all the parenting itself, rather than to put huge ammounts of code in the GameArea object (currently named iTweenrider in code).

using UnityEngine;
using System.Collections;

public class Projectile : MonoBehaviour {
	public float ProjectileSpeed;
	public Transform iTweenrider;
	// Use this for initialization
	void Start () {
		
	}
	void Awake () {
		transform.parent = iTweenrider;
		//GameObject Projectile = Instantiate(Projectile,PlayerCannon ,Quaternion.identity);
		//Projectile.transform.parent = iTweenrider;
	}
	// Update is called once per frame
	void Update () {
		float amtToMove = ProjectileSpeed * Time.deltaTime;
		transform.Translate (iTweenrider.transform.forward * amtToMove);
		//transform.TransformDirection (Vector3.forward * amtToMove);
	}
}

In case I’m not making myself clear enough, the bullets SHOULD fly towards the center of the screen, regardless of how the gamearea flies around the environment, and bullets should allways have the correct orientetion (not fly out sideways from the cannons as they do now).

Just some points since major parts of you code are missing:

  • transform.Translate takes a direction in local space by default. You can pass Space.World to actually pass a world space direction.
  • A projectile usually should fly straighr in the direction it has been launched. So transform.Translate(Vector3.forward * amtToMove); would be the most logical way to move your projectile
  • You didn’t show how you create / instantiate the bullet. Do you rotate the bullet the right way when you instantiate it?
  • You said you move the “gamearea” with iTween. What kind of movement? It looks like a sine-wave. If the whole game elements move along a sine path it will always look strange if the terrain doesn’t move along.
  • It’s not really clear what your gamearea actually contains and what parts are actually moving and if there are fixed parts (in relation to world space). Do you move your terrain below the aircraft or is the terrain fixed and you move the aircraft?