In my 2D game I have a bullet that needs to spawn next to my spaceship.
Normally I would program it like this:
bullet.x = ship.x + ship.width;
But, in Unity I am still struggling with the coordinate system. It seems somewhat overcomplex for something that should be so simple.
My code (this a component of the spaceship).
Transform shotTransform = Instantiate(shotPrefab);
GameObject go = shotTransform.gameObject;
float fullWidth = go.GetComponent<Renderer>().bounds.size.x;
float halfWidth = go.GetComponent<Renderer>().bounds.extents.x;
shotTransform.transform.position = new Vector3 (transform.position.x + halfWidth, transform.position.y, transform.position.z);
The pivot point of the ship is in the middle, and the bullet’s pivot point is set to the left.
But this code still doesn’t work. The bullet spawns in the middle of the spaceship.
To achieve the result you want, make an empty gameobject at the position you want the “bullet” to spawn and then instantiate the “bullet” on the gameobject’s position
My best guess is the code should be like this:
GameObject shot = (GameObject)Instantiate(shotPrefab); // or you can do Instantiate<GameObject>(shotPrefab);
float fullWidth = gameObject.GetComponent<Renderer>().bounds.size.x; // you want the size of the ship, not of the bullet
float halfWidth = gameObject.GetComponent<Renderer>().bounds.extents.x;
shot.transform.position = new Vector3 (transform.position.x + halfWidth, transform.position.y, transform.position.z);
You can simply make a Vector2 coordinate like:
#You can Change the value of bulletCoord to whatever suits you
public var bulletCoord : Vector2 = new Vector2(5,5);
And add to the spaceship coordinate like this:
Instantiate(Bullet, Vector2(transform.position + bulletCoord), transform.rotation);
It’s not tested yet, and not sure if it’s what you wanted, but use if it is