Shooting in only one direction?

Hi, for a game project I am working on, I have a way to shoot lasers from a certain point. The mechanic itself works well, the bullets fire, they destroy enemies and destroy when colliding with enemies, and there is a delay after shooting. However, the main problem I am having is that they only appear to be firing in one direction no matter which way the player is facing.

/CODE]
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;

public class Shoot : MonoBehaviour
{
    public Bullet bulletPrefab;
    public Transform shootPoint;

    private Animator anim;

    float timer = 0;
    float shootDelay = 0.2f;

    // Start is called before the first frame update
    void Start()
    {
        anim = GetComponent<Animator>();
    }

    // Update is called once per frame
    void Update()
    {
       
        if (Keyboard.current.spaceKey.wasPressedThisFrame && Time.time>=timer)
        {
            Instantiate(bulletPrefab, shootPoint.position, transform.rotation);
            anim.Play("Shoot");
            timer = Time.time + shootDelay;
        }
    }
}

Can you show the bullet script?.

Nothing here is relevant to the direction the bullet moves, just where it starts so there’s no way to help.

Do you tell the bullet which way it’s supposed to move? If so, that code would be more relevant so as above, show the bullet script or specifically show how you choose which direction it should move; that’s going to be the thing that’s broken, not the spawn point.

Here it is

/CODE]
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Bullet : MonoBehaviour
{
    public float speed;
    private Rigidbody2D rb;

    public AudioSource destroy;

    void Start()
    {
        rb = GetComponent<Rigidbody2D>();
        destroy = GetComponent<AudioSource>();
       
    }

    private void Update()
    {
        transform.position += transform.right * Time.deltaTime * speed;
    }

    private void OnTriggerEnter2D(Collider2D collision)
    {
        if(collision.tag == "Enemy")
        {
           
            Destroy(gameObject);
        }

        if (collision.tag == "Enemy2")
        {
           
            Destroy(gameObject);
        }

        if (collision.tag == "Core")
        {
           
            Destroy(gameObject);
        }
    }
}

I presume you’ve debugged Transform.right before asking here? What is its value? That’s the direction it’s moving. Note that we cannot debug it for you so if you’ve not done that then I would highly recommend reading how to.

Here’s a guide.

If it’s pointing right, it’ll go right. Presumably as per your previous post, you’re flipping the local scale and now you’re expect that to be a rotation which it isn’t.

Also, you should NOT be modifying the Transform when using physics as I mentioned previously .

Check to see if your Shoot script is actually on the player object. I’m always dropping scripts onto the wrong object. It’s really easy to do.

It is

That just sounds like it is time for you to start debugging!

Here is how you can begin your exciting new debugging adventures:

You must find a way to get the information you need in order to reason about what the problem is.

Once you understand what the problem is, you may begin to reason about a solution to the problem.

What is often happening in these cases is one of the following:

  • the code you think is executing is not actually executing at all
  • the code is executing far EARLIER or LATER than you think
  • the code is executing far LESS OFTEN than you think
  • the code is executing far MORE OFTEN than you think
  • the code is executing on another GameObject than you think it is
  • you’re getting an error or warning and you haven’t noticed it in the console window

To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.

Doing this should help you answer these types of questions:

  • is this code even running? which parts are running? how often does it run? what order does it run in?
  • what are the names of the GameObjects or Components involved?
  • what are the values of the variables involved? Are they initialized? Are the values reasonable?
  • are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

Knowing this information will help you reason about the behavior you are seeing.

You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as Debug.Log("Problem!",this);

If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

You could also just display various important quantities in UI Text elements to watch them change as you play the game.

Visit Google for how to see console output from builds. If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer for iOS: https://discussions.unity.com/t/700551 or this answer for Android: https://discussions.unity.com/t/699654

If you are working in VR, it might be useful to make your on onscreen log output, or integrate one from the asset store, so you can see what is happening as you operate your software.

Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

Here’s an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

https://discussions.unity.com/t/839300/3

“When in doubt, print it out!™” - Kurt Dekker (and many others)

Note: the print() function is an alias for Debug.Log() provided by the MonoBehaviour class.

How do you change the “direction” of the player?. Can you show the script that sets the player’s direction?.

I’ve tried doing it that way. It partially works as I can have the player rotate and that fixes the direction problem. However, it creates another problem where the character rotates continuously

OK then, I’m trying with the debugging and its not easy to understand, I’m planning on looking at video tutorials to help

Also I’m doing this on a computer

That’s a relief!

I’ll try and do debugging. I should also mention this is for a game jam that ends on thursday, so I have limited time but enough so far that I have a standard game with simple but functional mechanics

Debugging is NOT optional. It is part and parcel of programming.

That’s awesome! Now you are motivated to work fast and focus your attention productively.

Already have another problem XD
9147346--1271260--upload_2023-7-14_17-39-58.png
This window at the bottom, I think I accidentally removed it and I have no idea how to get it back.

Ignore this, just fixed it