How to make a Tower Defense Game (E04 TURRETS) - Unity Tutorial
Why Stack Overflow recommends it
Stack Overflow users link it when asking about Unity turret scripts and rotation code that came from the tutorial, such as unassigned partToRotate fields or facing a target.
Recommended by 0 people across 0 different months, 2016 to 2021.
What it is
Episode 4 of Brackeys' Unity tower defense tutorial series, where the presenter imports a turret model and writes C# so it finds and locks onto enemies within range. It is a screen-recorded, follow-along tutorial with a downloadable GitHub project and asset pack.
What people said
Cites Stephen · 2016-07 · Stack Overflow · on “How can I make my enemy rotate to face a waypoint in Unity?”
I have been following a tutorial on YouTube on how to make a tower defence game ( [LINK] ) and in one of the episodes he teaches you how to make an enemy follow a pre made path. This worked just fine but I wanted to make my enemy rotate to allow it to face in the direction it was going. I tryed to use some of the code he showed in a later video ( [this video] ) but it did not work as I kept getting an error, so I searched around a little and got what I thought was a solution.I do not know how to fix this code so if any of you can help that would be greatly appreciated. I am using Unity on a 3D project if that helps. This is the error I keep getting "Severity Code Description Project File Line Sup
Cites Ricardo · 2016-11 · Stack Overflow · on “You probably need to assign the partToRotate10 variable of the Turret script in the inspector”
The problem is, i know what console ask(to assigned variable partToRotate10) and I did it. But console still says the message. My brain will blown up to think what happened and Its stuck me on tutorial. This course on youtube (minutes:18.30) [this video] Picture of the assigned partToRotate10 in Inspector [LINK] using UnityEngine; using System.Collections; public class Turret : MonoBehaviour { public Transform target; public float range = 15f; public string enemyTag="Enemy"; public Transform partToRotate10 ; // Use this for initialization void Start () { InvokeRepeating ("UpdateTarget", 0f, 0.5f); } void UpdateTarget() { GameObject[] enemies = GameObject.FindGameObjectsWithTag (enemyTag); float s
Cites TEEBQNE · 2021-04 · Stack Overflow · on “Rotating Quaternions”
I am not entirely sure the goal of your code, but I can offer a little guidance, and can edit my answer when I know more about your issue. Nothing is wrong with your spawning, the issue most likely has to do with your movement. Another issue is your rotation is being multiplied as a local variable, so each laser will be pointing in the same direction. // my laser object [SerializeField] private GameObject projectile = null; private void Update() { // when I hit space, spawn new lasers if (Input.GetKeyDown(KeyCode.Space)) SpawnLaser(); } void SpawnLaser() { // keep the rotation outside of the loop so the *= 90 will change the angle the object is positioned to look at var rotation = transform.