Scaling Bullets in Sine Bullet Pattern

Hi I used the Catlike Coding Tutorial Mathematical Surfaces to make a sine wave of bullets. However, no matter how big I make the bullet prefab, upon starting the game the sine bullet wave scales the bullet by 0.2. The bullets are so small I can hardly see them. How can I fix this?

Here’s my code.

using System.Collections.Generic;
using UnityEngine;

public class Sine_2D : MonoBehaviour
{
    public Transform pointPrefab;

    [Range(10, 100)]
    public int resolution = 10;

    Transform[] points;

    void Awake()
    {
        float step = 2f / resolution;
        //Vector3 scale = Vector3.one * step;
        //Vector3 position;
        Vector2 scale = Vector2.one * step;
        Vector2 position;
        position.y = 0f;
        //position.z = 0f;
        points = new Transform[resolution];
        for (int i = 0; i < points.Length; i++)
        {
            Transform point = Instantiate(pointPrefab);
            position.x = (i + 0.5f) * step - 1f;
            point.localPosition = position;
            point.localScale = scale;
            point.SetParent(transform, false);
            points[i] = point;
        }
    }

    void Update()
    {
        for (int i = 0; i < points.Length; i++)
        {
            Transform point = points[i];
            Vector2 position = point.localPosition;
            position.y = Mathf.Sin(Mathf.PI * (position.x + Time.time));
            point.localPosition = position;
        }
    }
}

Any help greatly appreciated! Thank you.

@VFran

“How can I fix this?”

By reading the code and following where the transform is scaled.

It is not much help to use a tutorial “as is”, you should rather follow and/or code along it, to understand how every line of code works.

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