Instantiating Projectiles not working at certain directions??

I’m new to Unity and C#, and I am creating a simple game for my application.
Sorry if some things sound confusing, Im trying my best to explain my problem.
I have 2 players moving in a certain direction.
I then coded a script attached to a Bullet Emitter (null object) that follows the player and rotates in the direction the players is walking.
From this emitter, the player can fire bullets when he presses “2”. The emitter then instantiates a bullet prefab and fires it in the direction of the blue axis of the emitter (ergo the direction the player is walking to, because the emitters script). This works fine in every direction, but when I combine directions (like pos. horizontal and neg. vertical), things go crazy. The bullets spawn in most directions, but in some, bullet copies aren’t even instantiated.
More detailed: firing bullets in following directions works: walking in + / - horizontal , + / - vertical, + horizontal + / + vertical , -horizontal - vertical. +horizontal -vertical doesnt work

Here are the scripts that might be relevant:

Bullet Emitter

GameObject Temporary_Bullet_Handler;
Temporary_Bullet_Handler = Instantiate(Bullet, Emitter.transform.position, Emitter.transform.rotation) as GameObject;
Rigidbody Temporary_RigidBody;
Temporary_RigidBody = Temporary_Bullet_Handler.GetComponent<Rigidbody>();
Temporary_RigidBody.AddForce(transform.forward * BulletSpeed);
Destroy(Temporary_Bullet_Handler, 3.0F);

Bullet Emitter Repositioner

public GameObject obj;
	public Vector3 offset;
	public int player;
	private Vector3 xOffset = new Vector3 (0, 0, 0);
	private Vector3 zOffset = new Vector3 (0, 0, 0);

	void Start () {
		offset = obj.transform.position - this.transform.position;
	// Update is called once per frame
	void Update () {

		float horizontal = Input.GetAxis("Horizontal" + player);
		float vertical = Input.GetAxis("Vertical" + player);

		if (horizontal < 0) {
			xOffset = new Vector3(-2.5F, 0, 0);
		else if (horizontal > 0) {
			xOffset = new Vector3(2.5F, 0, 0);
		else if (horizontal == 0) {
			xOffset = new Vector3(0, 0, 0);

		if (vertical < 0) {
			zOffset = new Vector3(0, 0, -2.5F);
		else if (vertical > 0) {
			zOffset = new Vector3(0, 0, 2.5F);
		else if (vertical == 0) {
			zOffset = new Vector3(0, 0, 0);

		if (horizontal == 0 && vertical == 0) {
			zOffset = new Vector3(0, 0, 2.5F);

		this.transform.position = obj.transform.position - offset + xOffset + zOffset;
		this.transform.forward = obj.GetComponent<Rigidbody> ().velocity;

Hope you can help me!

For the x and z offsets, if you’re trying to move it along the x and z axis respectively, then simply adding those values to the Vector3 won’t work, you have to add a Vector3 with those values in their respective places to its position or use the translate function on its transform, again with those values in their respective places.

It is not the code or any bug with unity, it is the mousepad!
Just google “mousepad ghsoting” and you will see what I mean.
Basically, it means that some combinations of keys aren’t registered due to technical reasons. The more keys, the more likely the combination is to not work. In this case, down + right + numpad2 couldnt be registered (but other arrows + numpad2 did, strangely). Hope there is any fix to the hardware, but that’s not of this forum’s buisness, I guess…