Im trying to shoot in the y-axis however the bullet is coming from the left side in the z axis of the screen instead from the object I want it to come from This is my code

var projectile : Rigidbody; var initialSpeed = 20.0; var reloadTime = 0.5; var ammoCount = 20; private var lastShot = -10.0;

function Fire () { // Did the time exceed the reload time? if (Time.time > reloadTime + lastShot && ammoCount > 0) { // create a new projectile, use the same position and rotation as the Launcher. var instantiatedProjectile : Rigidbody = Instantiate (projectile, transform.position, transform.rotation);

    // Give it an initial forward velocity. The direction is along the z-axis of the missile launcher's transform.
    instantiatedProjectile.velocity = transform.TransformDirection(Vector3 (0, 0, initialSpeed));

    // Ignore collisions between the missile and the character controller
    Physics.IgnoreCollision(instantiatedProjectile.collider, transform.root.collider);

    lastShot = Time.time;
    ammoCount--;
}

}

To see “initialSpeed”, in “transform.TransformDirection(0,0,initialSpeed)”,

change to “transform.TransformDirection(0,initialSpeed,0)”

Because “transform.TransformDirection(x,y,z)”

var projectile : Rigidbody;
var initialSpeed = 20.0;
var reloadTime = 0.5;
var ammoCount = 20;
private var lastShot = -10.0;

function Fire ()
{ 
	// Did the time exceed the reload time?
	if (Time.time > reloadTime + lastShot && ammoCount > 0)
	{
		// create a new projectile, use the same position and rotation as the Launcher. 
		var instantiatedProjectile : Rigidbody = Instantiate (projectile, transform.position, transform.rotation);

    		// Give it an initial forward velocity. The direction is along the z-axis of the missile launcher's transform.
   		 instantiatedProjectile.velocity = transform.TransformDirection(Vector3 (0, initialSpeed,0));

   		 // Ignore collisions between the missile and the character controller
    		Physics.IgnoreCollision(instantiatedProjectile.collider, transform.root.collider);

    		lastShot = Time.time;
		ammoCount--;
	}
}