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Question by AlbertMN · Sep 21, 2016 at 11:44 PM · velocityspeedthrowthrowing

[VR - Vive] Throwing shurikens with modified speed

Hello there. I am working on a VR game for the HTC Vive in Unity, using the SteamVR asset, and for some time I have been stuck on the whole "throwing" thing. I can throw normal objects with the velocity of the controllers just fine... But when it comes to adding force to an object when throwing it (for throwing shurikens, etc) I don't quite know what to do.

Right now, I have a little script that I know is bad, but it's what I could think of. I modify the RigidBody's velocity's z by multiplying it by 7. I do it with these two following lines; rigidBody.velocity = origin.TransformVector(device.velocity.x, device.velocity.y, device.velocity.z * 7); rigidBody.angularVelocity = origin.TransformVector(0f, 1000f, 0f);

When throwing anything else (a ball or something), I use;

rigidBody.velocity = origin.TransformVector(device.velocity); rigidBody.angularVelocity = origin.TransformVector(device.angularVelocity);

As of right now, throwing the shurikens doesn't feel too bad, but not quite right either (if we skip the fact that it can only be thrown towards z).

What I want is;

  • Adding force to a thrown weapon (its' velocity) in a natural way ("the right" way)

  • A shuriken not rotating like crazy to all angels, but like a normal shuriken would do (pretty much like the illustration here)

I haven't used Unity too much yet, and this is my first serious project - so please bear with me if I am missing the obvious here, note that this is also my first "Unity Answers" question.

Thank you for reading!

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