Why are my projectiles not following Input.pos after transform movement?

Hey guys, this is pretty specific, I tried searching but couldn’t find anything that matched my problem exactly. Here’s a link to a youtube video of my game playing and you’ll see that I first shoot a couple of times before moving my player object. The projectiles follow the code which looks like this:

Youtube link: EoE first showing - YouTube (Ignore the music, the screen capture program automatically attaches it and I don’t know how to remove it)

Instantiate Bullet Prefab

LookAt MousePosition

Velocity = tranform.forward * shotSpeed(public variable)

This works out fine. I have a disabled camera that is a child of my player object that I use to do the raycast and a plane that is at 0y while my disabled camera is at 2y. (It’s 2D as the video shows so I’m looking down the y-axis and tranform.forward, the z-axis is my up/down, x-axis is my left/right)

However, as you can see in the video, after I move the player object in any direction, something breaksdown and I’m no longer getting an accurate shot. It seems to be random even and sometimes won’t work if I try to shoot south of the player object.

I’m really not sure what’s happening here, it seems like it must be something small that I’m just not aware of being a problem because it works fine before I move the player transform… Thanks in advance to anyone who answers, and also thanks for even looking at my problem!

This is the script attached to the prefab bullet. It is instantiated when the user clicks the mouse button:
void Start () {

	playerCam = GameObject.FindGameObjectWithTag("PlayerCamera").camera;
	RaycastHit hit;
	Ray	ray = playerCam.ScreenPointToRay(Input.mousePosition);
	if (Physics.Raycast(ray, out hit))
		Debug.Log ("hit point " + hit.point);
		rigidbody.velocity = transform.forward * shotSpeed;


You issue is the playerCam. Your code should work if you use the main camera to create the ray rather than the playerCam. Taking the issue one step further, you don’t need a plane and Physics.Raycast() to find the aim point. You can use Camera.ScreenToWorldPoint(). So assuming your main camera is the one tagged ‘MainCamera’, you can do the following:

Vector3 pos = new Vector3(Input.mousePosition.x, Input.mousePosition.y, Camera.main.transform.position.y);
pos = Camera.main.ScreenToWorldPoint(pos);
rigidbody.velocity = transform.forward * shotSpeed;

This code assumes your playing plane is at 0 on the ‘y’ axis.

Okay so I ended up fixing this issue myself by trying out a few things. The answer was inspired by something robertu mentioned although I didn’t change anything except for which camera I used in ScreenPointToRay. I’d mark your post as the answer robertu except that I’d worry people would get confused by my off the cuff posting. Like you mentioned, I did not need the playerCam, I just used the main topdown camera which is stationary and the aiming remains on target after moving the transform.

However, I now have noticed a new issue where the closer the aiming reticle is to the player object, when the fire button is clicked, it shoots slower. So, the closer to the player, the slower the projectile’s velocity. The velocity is only set once, in the script attached to the instantiated bullet. Probably is something to do with the rigidbody/physx that I’m not familiar with.