{"id":6328,"date":"2022-09-02T19:20:33","date_gmt":"2022-09-02T13:50:33","guid":{"rendered":"https:\/\/jassweb.com\/solved\/solved-projectile-motion-in-unity3d\/"},"modified":"2022-09-02T19:20:33","modified_gmt":"2022-09-02T13:50:33","slug":"solved-projectile-motion-in-unity3d","status":"publish","type":"post","link":"https:\/\/jassweb.com\/solved\/solved-projectile-motion-in-unity3d\/","title":{"rendered":"[Solved] Projectile motion in Unity3d"},"content":{"rendered":"<p> [ad_1]<br \/>\n<\/p>\n<div id=\"answer-24817614\" class=\"answer js-answer accepted-answer js-accepted-answer\" data-answerid=\"24817614\" data-parentid=\"24814901\" data-score=\"3\" data-position-on-page=\"1\" data-highest-scored=\"1\" data-question-has-accepted-highest-score=\"1\" itemprop=\"acceptedAnswer\" itemscope itemtype=\"https:\/\/schema.org\/Answer\">\n<div class=\"post-layout\">\n<div class=\"votecell post-layout--left\"><\/div>\n<div class=\"answercell post-layout--right\">\n<div class=\"s-prose js-post-body\" itemprop=\"text\">\n<p>Let&#8217;s be more specific. The projectile is launched from point A and needs to hit B, who is moving horizontally with constant speed in 2D.<\/p>\n<p>This is the position of the projectile, over time:<\/p>\n<pre><code>P.x = A0.x + VP0.x * t\nP.y = A0.y + VP0.y * t - g\/2 * t^2\n<\/code><\/pre>\n<p>And this is the position of B, over time:<\/p>\n<pre><code>B.x = B0.x + VB0.x * t\nB.y = B0.y\n<\/code><\/pre>\n<p>Where A0 is the position of A, at time 0; B0 is the position of B, at time 0; VB0 is the velocity of B (constant and horizontal only) and VP0 is the velocity with which we&#8217;re going to launch the projectile. If we constrain the system by tuning the value of &#8216;t&#8217; (the time it takes for the projectile to hit B), then we need to resolve VP0. We do this by saying that at collision time, P and B will be equal:<\/p>\n<pre><code>A0.x + VP0.x * t = B0.x + VB0.x * t\nA0.y + VP0.y * t - g\/2 * t^2 = B0.y\n<\/code><\/pre>\n<p>Resolving VP0:<\/p>\n<pre><code>VP0.x = (B0.x - A0.x)\/t + VB0.x\nVP0.y = (B0.y - A0.y)\/t + g\/2 * t\n<\/code><\/pre>\n<p>Now that we have the velocity for the projectile, simulating it can be done in a straightforward way using the formula above:<\/p>\n<pre><code>\/\/ calculate velocity when firing projectile\nlaunchVelocity.x = (b.x - a.x) \/ desired_time + velocity_b.x;\nlaunchVelocity.y = (b.y - a.x) \/ desired_time + gravity \/ 2 * desired_time;\n\n\/\/ then for each frame, update position\nelapsedTime += dt;\nprojectile.x = a.x + launchVelocity.x * elapsedTime;\nprojectile.y = a.y + (launchVelocity.y - gravity \/ 2 * elapsedTime) * elapsedTime;\n<\/code><\/pre>\n<p>One note is that if B is moving towards A, velocity_b can be negative.<\/p>\n<\/p><\/div>\n<div class=\"mt24\"><\/div>\n<\/div>\n<p>            <span class=\"d-none\" itemprop=\"commentCount\"><\/span> <\/p><\/div>\n<\/div>\n<p>[ad_2]<\/p>\n<p>solved Projectile motion in Unity3d <\/p>\n","protected":false},"excerpt":{"rendered":"<p>[ad_1] Let&#8217;s be more specific. The projectile is launched from point A and needs to hit B, who is moving horizontally with constant speed in 2D. This is the position of the projectile, over time: P.x = A0.x + VP0.x * t P.y = A0.y + VP0.y * t &#8211; g\/2 * t^2 And this &#8230; <a title=\"[Solved] Projectile motion in Unity3d\" class=\"read-more\" href=\"https:\/\/jassweb.com\/solved\/solved-projectile-motion-in-unity3d\/\" aria-label=\"More on [Solved] Projectile motion in Unity3d\">Read more<\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[320],"tags":[324,538],"class_list":["post-6328","post","type-post","status-publish","format-standard","hentry","category-solved","tag-c","tag-unity3d"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v26.5 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>[Solved] Projectile motion in Unity3d - JassWeb<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/jassweb.com\/solved\/solved-projectile-motion-in-unity3d\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"[Solved] Projectile motion in Unity3d - JassWeb\" \/>\n<meta property=\"og:description\" content=\"[ad_1] Let&#8217;s be more specific. The projectile is launched from point A and needs to hit B, who is moving horizontally with constant speed in 2D. This is the position of the projectile, over time: P.x = A0.x + VP0.x * t P.y = A0.y + VP0.y * t - g\/2 * t^2 And this ... 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The projectile is launched from point A and needs to hit B, who is moving horizontally with constant speed in 2D. This is the position of the projectile, over time: P.x = A0.x + VP0.x * t P.y = A0.y + VP0.y * t - g\/2 * t^2 And this ... 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