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ForceMode.Velocit圜hange: Interprets the parameter as a direct velocity change (measured in meters per second), and changes the velocity by the value of force.The effect depends on the mass of the body but doesn't depend on the simulation step length. ForceMode.Impulse: Interprets the parameter as an impulse (measured in Newtons per second), and changes the velocity by the value of force / mass.The effect depends on the simulation step length but doesn't depend on the mass of the body. ForceMode.Acceleration: Interprets the parameter as acceleration (measured in meters per second squared), and changes the velocity by the value of force * DT.The effect depends on the simulation step length and the mass of the body. ForceMode.Force: Interprets the input as force (measured in Newtons), and changes the velocity by the value of force * DT / mass.Assuming deltaTime (DT) is equal to the simulation step length ( Time.fixedDeltaTime), and mass is equal to the mass of the Rigidbody the force is being applied to, here is how the velocity change is calculated for all the modes: The physics system applies the effects during the next simulation run (either after FixedUpdate, or when the script explicitly calls the Physics.Simulate method).īecause this function has different modes, the physics system only accumulates the resulting velocity change, not the passed force values. The effects of the forces applied with this function are accumulated at the time of the call. Specifying the ForceMode mode allows the type of force to be changed to an Acceleration, Impulse or Velocity Change. Rb2D.AddForce( is applied continuously along the direction of the force vector. GameObject BulletPlayer = (GameObject)Instantiate(ammo, Transform.rotation = Quaternion.Euler(rotationVector) Vector3 rotationVector = new Vector3(0, 0, angle) Mouse_pos.y = mouse_pos.y - object_pos.y Īngle = Mathf.Atan2(mouse_pos.y, mouse_pos.x) * Mathf.Rad2Deg - 90 Mouse_pos.x = mouse_pos.x - object_pos.x I made sure that my bullet prefab has a rigidbody and I am calling to it in my script.
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However when I press space the bullet just spawns in front of the game object despite it having a bullet speed. I wrote the code below in order to try to get a bullet to fire at a specific angle for my top-down shooter.
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