I am making a turret that shoots a bullet at a set rate, but when the timer is done it doesn't spawn a new bullet even though it doesn't say i have any errors. the bullet has a simple script where it moves at a set speed either left or right, and gets destroyed on impact with an object. the turret does not have a collider right now so I know that's not the problem.
Here is the code for shooting:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TurretShoot : MonoBehaviour
{
public GameObject bullet;
public int bullet_rate = 10;
public int timer;
public Transform SpawnPoint;
void Start()
{
timer = bullet_rate * 10;
}
// Update is called once per frame
void Update()
{
if (timer == 0)
{
Instantiate(bullet, SpawnPoint.transform);
timer = bullet_rate * 10;
}
else
{
timer -= 1;
}
}
}
Here is the bullet code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BulletMove : MonoBehaviour
{
public int moveDirection;
public int moveSpeed;
void Start()
{
}
// Update is called once per frame
void Update()
{
this.transform.position = new Vector3(moveDirection * moveSpeed, 0, 0);
}
void onCollisionEnter2D(Collider2D col)
{
if (col.GetComponent<Collider>().name != "turret_top")
{
Destroy(this);
}
}
}
Here is the inspector for the turret:
CodePudding user response:
Probably what is happening is it get's destroyed when it spawns.
I don't have a collider on the turret
You aren't instantiating it at the turrent. You are simply setting the parent when you are instantiating it:
public static Object Instantiate(Object original, Transform parent);
Meaning it is probally spawning at Vector3.Zero
and instantly gets de-spawn.
Rather use the overload method of:
public static Object Instantiate(Object original, Vector3 position, Quaternion rotation);
That way you are spawning it the location you want. This is how you would go about it:
var bulletObj = Instantiate(bullet, SpawnPoint.transform.position, Quaternion.Identity);
bulletObj.transform.parent = SpawnPoint.transform;
timer = bullet_rate * 10;