I am developing my first FPS game. I'll try to explain what I have done so far and what I did try to solve my problem.
There is a FPS controller that controls the player and there is a weapon attached to the player. The Weapon game object has child object called ButtetSpown. I used a plain as ground and some cubes added as walls. That is my basic setup. I'm collecting target position by Ray-casting.
Vector3 rayOrigin = fpsCam.ViewportToWorldPoint(new Vector3(0.5f, 0.5f, 0.0f));
and I give this point to an Instantiated bullet. Below is my instantiate process code (I have removed the gun animation code)
void Update () {
Vector3 rayOrigin = fpsCam.ViewportToWorldPoint(new Vector3(0.5f, 0.5f, 0.0f));
//Debug.DrawRay(rayOrigin, fpsCam.transform.forward * weaponRange, Color.green);
if (Input.GetMouseButton(0) && Time.time > NextFire)
{
NextFire = Time.time+ FireRate;
if (Physics.Raycast(rayOrigin, fpsCam.transform.forward, out hit, weaponRange))
{
bulletclone = Instantiate(Bullet.transform, SpownPoint.transform.position, SpownPoint.transform.rotation) as Transform;
bullet bulletScript = bulletclone.GetComponent<bullet>();
bulletScript.target = hit;
Debug.Log("hit " + hit.point );
bulletScript.Accuracy = Accuracy;
if (hit.rigidbody != null)
{
hit.rigidbody.AddForce(-hit.normal * 100);
}
}
StartCoroutine( Firing ());
}
}
Bullet script update method. bullet have rigid body attach and iskinematic is true.
Vector3 targetPosition=new Vector3(target.point.x + Random.Range(-Accuracy*2, Accuracy*2), target.point.y + Random.Range(-Accuracy/2, Accuracy/2), target.point.z);
Debug.Log("Target " + targetPosition);
rb.velocity = (targetPosition- transform.position).normalized * speed;
This works fine: the bullet gets its target correctly. The problem happens after I add PoolManager to control prefabs. I wrote the PoolManager script. The PoolManager script is attached to a PoolManager gameobject.
PoolManager.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PoolManager : MonoBehaviour {
[Tooltip("Maximum size of a gameobject can be in the pool")]
public int MaxPoolSize = 20;
public bool CanGrow = true;
public GameObject[] PoolItems;
public int[] ItemSize;
private GameObject[] ActiveList;
private Dictionary<string, int> Pooled = new Dictionary<string,int>();
void Start () {
//Add default prefabs as child of PoolManager gameobject
for (int i = 0; i < PoolItems.Length; i++)
{
Pooled.Add(PoolItems[i].name ,0);
for (int s = 0; s < ItemSize[i]; s++)
{
GameObject g = Instantiate(PoolItems[i]);
g.name = PoolItems[i].name;
g.transform.parent = transform;
g.SetActive( false);
Pooled[g.name]=s + 1;
}
}
}
public Transform InstantiateObject(int ItemIndex, Vector3 Position, Quaternion Rotation)
{
Transform test = TryActive(ItemIndex, Position, Rotation);
if (CanGrow == true && test == null)
{
if (Pooled[PoolItems[ItemIndex].name] < MaxPoolSize)
{
GameObject g = Instantiate(PoolItems[ItemIndex]);
g.name = PoolItems[ItemIndex].name;
g.transform.parent = transform;
Pooled[g.name] = Pooled[g.name] + 1;
return TryActive(ItemIndex, Position, Quaternion.identity);
}
}
return test;
}
Transform TryActive(int ItemIndex, Vector3 Position, Quaternion Rotation)
{
if(PoolItems.Length==0) return null;
int children = transform.childCount;
for (int i = 0; i < children; ++i)
{
if (transform.GetChild(i).name == PoolItems[ItemIndex].name)
{
if (transform.GetChild(i).gameObject.activeInHierarchy == false)
{
transform.GetChild(i).gameObject.SetActive(true);
transform.GetChild(i).position = Position;
transform.GetChild(i).rotation = Rotation;
return PoolItems[ItemIndex].transform;
}
}
}
}
}
So all instantiated prefabs will add as children of the PoolManager gameobject.
Then I changed my Gun script update function as below:
if (Physics.Raycast(rayOrigin, fpsCam.transform.forward, out hit, weaponRange))
{
//1st parameter 0 is my bullet prefab which in PoolManager (PoolItems).
// Only this code has changed from previous version
bulletclone = poolmanager.InstantiateObject(0, SpownPoint.transform.position , SpownPoint.transform.rotation);
bullet bulletScript = bulletclone.GetComponent<bullet>();
bulletScript.target = hit;
Debug.Log("hit " + hit.point );
bulletScript.Accuracy = Accuracy;
if (hit.rigidbody != null)
{
hit.rigidbody.AddForce(-hit.normal * 100);
}
}
Here is the problem: Bullet activates in SpownPoint correctly but the bullet does not go to the actual target. It always goes to the (0,0,0) point of the Plain(The ground). I checked ray hit point and bullet target position by debugging the bullet targetPosition and hit point position.
Debug.Log("hit " + hit.point );
Debug.Log("Target " + targetPosition);
Can anyone show me what I am doing wrong here? What should I change?