Hi,
Someone may have already posted something on this but when I was implementing the cactus missile. I decided to make it rotate and found it going off in a wide loop round the screen.
After spending some time messing about I found the issue …
I needed to use
transform.Translate(Vector2.right * Time.deltaTime * projectileSpeed, Space.World);
instead of
transform.Translate(Vector2.right * Time.deltaTime * projectileSpeed)
which defaults to
transform.Translate(Vector2.right * Time.deltaTime * projectileSpeed, Space.Self);
which while apparently fine when doing Laser Defender, doesn’t have the same effect in this new one.
I suspect in may be due to having the canvas rendered in world space but am not sure.