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Question by ZalreonStudios · 5 days ago · 2dshooting

Bullet Movement 2D

I'm struggling to make my bullet prefab move forward at a constant velocity when spawned. This is for a top down 2D shooter. Using AddForce doesn't have the desired effect. Here is my code:

PlayerShooting

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class PlayerShooting : MonoBehaviour
 {
     public Transform firePoint;
     public GameObject shellPrefab;
 
     public float shotDelay = 2f; //Delay bewteen shots
 
     private float timestamp;
 
     void Update()
     {
         if (Time.time >= timestamp && (Input.GetButtonDown("Fire1")))
         {
             Shoot();
             timestamp = Time.time + shotDelay; //Shot delay is used here
         }
     }
 
     void Shoot()
     {
         GameObject shell = Instantiate(shellPrefab, firePoint.position, firePoint.rotation);
         Debug.Log("Shooting");
     }
 }

PlayerBullet

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class PlayerBullet : MonoBehaviour
 {
     public float bulletSpeed;
     private Rigidbody2D rb;
 
     void Start()
     {
         rb = GetComponent<Rigidbody2D>();
     }
 
     void FixedUpdate()
     {
         rb.velocity = new Vector2(bulletSpeed, bulletSpeed);
     }
 }

When spawned, the bullet doesn't move at all. I've been struggling with this problem for weeks. I'm self taught, so please bear with me.

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Answer by Koyemsi · 5 days ago

Maybe the problem is simply that you haven't defined the value of bulletSpeed ? It's zero by default, so you're giving the rigid body a null velocity.

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avatar image ZalreonStudios · 5 days ago 0
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I feel like an idiot but thank you so much. All I had to do was enable the script, bulletSpeed already have a value of two. Have a good day!

avatar image ZalreonStudios · 5 days ago 0
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Turns out there is a major problem. When I shoot, no matter the direction, the bullet moves towards the top right of the screen.

avatar image ZalreonStudios · 5 days ago 0
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Fixed the problem with this placed in the Update function:

 transform.Translate(Vector2.up * bulletSpeed * Time.deltaTime);

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