• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by u_rs · Feb 11, 2016 at 10:24 AM · scripting problemphysicssimulationrocket

Trajectory of ROCKET flying away from a planet

I have a sphere with attached empty object, the object is on the planet's surface, rocket launches from this empty object. Sphere is rotating.
My rocket can fly by spiral trajectory from a center of it's instantiating place. The problem that I can't resolve is that rocket's trajectory is independent from planet's rotation.
This is Update() function for the rocket:

 void Update () {
         angle += speed * Time.deltaTime;
         x = Mathf.Cos (angle) * radius;
         z = Mathf.Sin (angle) * radius;
         rb.velocity = new Vector3(x,0.0f,z);
         radius += stepOfRadius;
     }

What I have:alt text

How I want it to be (without moon and returning back to Earth): alt text

wrong.jpg (37.3 kB)
desirable.jpg (44.1 kB)
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
2

Answer by Erethan · Feb 15, 2016 at 12:50 AM

You should consider to emulate gravitational force on the rocket instead of mathematically modelling a trajectory. Even if you manage to model it, It's path would be quite artificial and might be hard to make it flexible for different planets or rockets;

1)Add an initial velocity and a direction Vector3 for the rocket

2) Apply gravity force from the planet

F = (G m1 m2) / (r * r);

Where G is a constant that you should tweak to get the right feeling, m1 is the rocket's mass (may be even ignored), m2 is the planet's mass, and r is the distance from the rocket to the planet.

Do somehting like:

rb.Addforce(F * (planetTransform.position - transform.position).normalized,ForceMode.Acceleration);

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

The best place to ask and answer questions about development with Unity.

To help users navigate the site we have posted a site navigation guide.

If you are a new user to Unity Answers, check out our FAQ for more information.

Make sure to check out our Knowledge Base for commonly asked Unity questions.

If you are a moderator, see our Moderator Guidelines page.

We are making improvements to UA, see the list of changes.



Follow this Question

Answers Answers and Comments

4 People are following this question.

avatar image avatar image avatar image avatar image

Related Questions

Can I create interactive physics simulation with unity3D? 1 Answer

Destroy object on collision not working 1 Answer

Virtual accelerometer/gyro 0 Answers

I need help with my solar system simulation.,I need help with getting my phsics simulation to work properly. 0 Answers

What is the correct way to learn unity scripting ? 2 Answers

  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges