๋ฌธ์ œ1. ์ด์•Œ์ด ๋ฉˆ์ถฐ์žˆ์Œ

rigid = GetComponent<Rigidbody2D>();
ย  ย  ย  ย  rigid.AddForce(transform.forward * speed, ForceMode2D.Impulse);
ย  ย  ย  ย  Destroy(gameObject, 3f);

์ด๊ฒŒ ์ฝ”๋“œ์ธ๋ฐ ์•„๋ฌด๋ž˜๋„ย transform.forward ๋ถ€๋ถ„์ด ์ž˜๋ชป๋œ๊ฑฐ ๊ฐ™์Œ ์ด๊ฑฐ๋ฅผ ์ž„์˜์˜ ๋ฒกํ„ฐ๋กœ ๋ฐ”๊พธ๋‹ˆ๊นŒ ์ž˜ ๋‚˜๊ฐ(๋Œ€์‹  ์›ํ•˜๋Š” ๋ฐฉํ–ฅ์œผ๋กœ๋Š” ์•ˆ๋‚˜๊ฐ)

๊ทธ๋ž˜์„œ ์ด์•Œ์ด ์ฒ˜์Œ ์ƒ์„ฑ๋œ ๊ธฐ์ค€์œผ๋กœ ์•ž์œผ๋กœ ๋ฐœ์‚ฌ์‹œํ‚ค๊ณ  ์‹ถ์€๋ฐ transform.foward๊ฐ€ ๋ฌธ์ œ๊ฐ€ ์žˆ๋‚˜์‹ถ์–ด์„œ ๋ฌผ์–ด๋ด„


๋ฌธ์ œ2. ์ด ๋ฐฉํ–ฅ์ด ์ด์ƒํ•จ



ย  ย  ย  ย  Vector2 mousePos = (Vector2)_camera.ScreenToWorldPoint(Input.mousePosition);
ย  ย  ย  ย  Vector2 dirVec = mousePos - (Vector2)transform.position;
ย  ย  ย  ย  transform.up = (Vector3)dirVec.normalized;

์ด๋Ÿฐ ๋ฐฉ์‹์œผ๋กœ ๋งˆ์šฐ์Šค ๋ฐฉํ–ฅ ๋ฐ”๋ผ๋ณด๊ฒŒ ๋งŒ๋“ค์—ˆ๋Š”๋ฐ ์œ„ ์งค์ฒ˜๋Ÿผ ์‹ค์ œ ๋งˆ์šฐ์Šค๋ž‘ ๊ฐ„๊ทน์ด ๋‚˜์˜ด ๋ญ๊ฐ€ ๋ฌธ์  ์ง€ ๋ชจ๋ฅด๊ณ˜์Œ..

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