I have a simple cannon I am trying to program to shoot a projectile. I have 4 game objects:
- The tank object
- A Pivot Object (child of tank)
- A Cannon Object (child of pivot)
- An empty GameObject called Tip which sits just above the cannon (child of cannon)
My code for the cannon object is below:
public class cannon: MonoBehaviour
{
public float power = 1.0f;
public Transform projectile;
void Update()
{
if (Input.GetButtonDown("Fire1"))
{
Transform bullet;
Vector2 pos = transform.GetChild(0).position;
bullet = Instantiate(projectile, pos, Quaternion.identity);
Rigidbody2D bullet_rb = bullet.GetComponent<Rigidbody2D>();
bullet_rb.AddForce(pos * power);
}
}
}
Everything seems to work okay, until I looked at the trajectory of the projectiles when the cannon is aimed directly along the x-axis. There is still a small y component to the applied force, which I didn't expect and do not desire.
Here's a gif:
What could be causing this behavior?