Created
August 12, 2021 08:42
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Unity initial launch rigidbody velocity calculation
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// A function that calculates the initial velocity of a rigidbody to hit the end point within the specified flight time. | |
// Rigidbody must have drag set to 0, otherwise it wont work. | |
// Classical projectile physics (dx = v0*t, dy = v0*t-0.5gt^2 type stuff) | |
private Vector3 GetLaunchVelocity(float flightTime, Vector3 startingPoint, Vector3 endPoint) { | |
Vector3 gravityNormal = Physics.gravity.normalized; | |
Vector3 dx = Vector3.ProjectOnPlane(endPoint, gravityNormal) - Vector3.ProjectOnPlane(startingPoint, gravityNormal); | |
Vector3 initialVelocityX = dx/flightTime; | |
Vector3 dy = Vector3.Project(endPoint, gravityNormal) - Vector3.Project(startingPoint, gravityNormal); | |
Vector3 g = 0.5f * Physics.gravity * (flightTime * flightTime); | |
Vector3 initialVelocityY = (dy - g)/flightTime; | |
return initialVelocityX + initialVelocityY; | |
} |
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