I have a cannon that fires a bullet in a parabolic arc. Right now when I fire the bullet stays in the same rotation as it was when it fired out of the cannon.
How do I make it so the bullet's rotation follows the arc as it travels through the air?
I tried the following as a script running on the bullet
Exhibit 1
public class PointingBehaviour:MonoBehaviour
{
private Rigidbody rb;
private void Awake()
{
rb = GetComponent<Rigidbody>();
}
public void Update()
{
transform.up = rb.velocity;
}
}
And that works fairly well. but I see a slight flicker on the first frame the object exists (I think this is because the velocity is still 0 at this point) and the object spins uncontrollably once it hits the ground.
I got it to stop flickering at the start and stop spinning when it lands by doing the following
public class BulletController : MonoBehaviour
{
private Rigidbody _rb;
private bool _followArc;
private bool _firstFrame;
private void Start()
{
_rb = GetComponent<Rigidbody>();
_firstFrame = true;
_followArc = true;
}
public void LateUpdate()
{
if (_followArc && !_firstFrame)
transform.up = _rb.velocity;
_firstFrame = false;
}
public void OnCollisionEnter(Collision collision)
{
_followArc = false;
}
}
But if I happen to bump something in the air it stops following the arc and just does a free tumble till it lands. What is the "Correct" way to do what I want to do?
Because people wanted to see it, here is the code for spawning the bullet.
public class TankController : MonoBehaviour
{
private Transform _barrelPivot;
private Transform _bulletSpawn;
public GameObject Bullet;
public float FirePower;
public float RotationSpeed;
public float TiltSpeed;
private void Start()
{
_barrelPivot = GetComponentsInChildren<Transform>().First(x => x.CompareTag("BarrelPivotPoint"));
_bulletSpawn = GetComponentsInChildren<Transform>().First(x => x.CompareTag("BulletSpawn"));
}
private void Update()
{
if (Input.GetKeyDown(KeyCode.Space))
{
FireCannon();
}
//(SNIP) Handle turning left and right and pivoting up and down.
}
private void FireCannon()
{
var newBullet = SpawnBullet();
var rb = newBullet.GetComponent<Rigidbody>();
rb.AddForce(_bulletSpawn.up * FirePower, ForceMode.Impulse);
}
private GameObject SpawnBullet()
{
var newBullet = (GameObject) Instantiate(Bullet, _bulletSpawn.position, _bulletSpawn.rotation);
newBullet.transform.localScale = Bullet.transform.localScale;
return newBullet;
}
}