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I have a sphere in my game that follows the cursor and rotates around my player, but how would I have it so when I press the mouse button (Input.GetMouseButton(0)) is clicked, it fires to the position of the cursor? I'm confused on how to actual move it. I've looked around on here but didn't find anything that worked for me. My bullet prefab is also a rigidbody. Here's how I find the position of the mouse in my 2d game world (X-axis & Y-axis): This is all done in the function Update(). Thank you for your help.
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I had a similar problem, although I was not looking for the object to go to where the mouse is. This is what I came up with however. I hope this helps. This code doesn't exactly go to the mouse though does it?
May 11 '12 at 01:46 AM
timo0060
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You're mostly there- once you have the 'HitPoint', you can get the direction that the object needs to be fired in using
Then, just use whatever system you may want to use for your bullets, and that vector.
I can't quite wrap my mind around how to do that. I just don't fully understand how to implement the vector with the transform.translate of my bullet.
You may want to look more at rigidbody. You could do something like setting the velocity based on the desired vector, or apply a force in that direction.
Thank you for your advice. I'll certainly look into it. Thank you both.
Use 'Transform.translate(direction * speed * Time.deltaTime);'
it's not that hard.