//actual projectile should call this public void launch(float angle) { setKinematic(false); TrajectoryAngle = Throwable.ComputeTrajectoryAngle(angle); GetComponent <Rigidbody2D> ().AddForce(350 * TrajectoryAngle); this.transform.parent = null; LaunchTime = Time.time; IsLaunched = true; //store initial position/velocity UpdateTrail(); }