• 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 /
avatar image
0
Question by Disaster · Sep 24, 2011 at 11:24 PM · physicsmouse-drag

Adding force to a rigidbody from angle

I am trying to implement some mouse controls into my game that mimic that of a "swipe" on an iPhone. Here is my code:

 void Update () {
         if(Input.GetMouseButtonDown(0))
             _startPos = Input.mousePosition;
         
         if(Input.GetMouseButtonUp(0))
         {
             _endPos = Input.mousePosition;
             CalculateVelocity();
         }
     }
     
     void CalculateVelocity() {
         // Calculate the angle of the swipe
         _angle = Vector3.Angle(_endPos - _startPos, Vector3.down);
         _angle = Mathf.Clamp(_angle, 0, 75);
         
         // Calculate the power of the swipe
         _force = Mathf.Clamp((_startPos - _endPos).sqrMagnitude / 100, 1f, 1000f);
     }

As you can see, I am using the MouseDown and MouseUp positions to figure out a force value (based on the length of the line they dragged) and the angle of the line.

I want to apply the force value to my player based on the angle the player draws. So, if the user clicks and drags the mouse right at an angle of 50 degrees, how would I then AddForce so the rigidbody moves left at the same angle?

It's almost as if the mouse is a catapult and clicking and dragging anywhere on the screen can apply force to the player.

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
1
Best Answer

Answer by aldonaletto · Sep 25, 2011 at 01:06 AM

Supposing your game's "ground" is the XZ plane (Y is the vertical direction) and that you have a vector in the target direction (let's call it targetDir), you can do this:

    var force: Vector3 = targetDir;
    force.y = 0; // zero y to keep hor direction only
    force.Normalize(); // normalize horizontal direction
    force.y = Mathf.Sin(_angle * Mathf.Deg2Rad); // set elevation
    // vector force now points to the target at _angle degrees from the ground
    rigidbody.AddForce(force.normalized * _force);
When shooting, it's easier to set the rigidbody velocity instead of using AddForce - a force increases the velocity depending on mass, force intensity and time, so it's much more complicated to control. To try this approach, just change the last line to:

    rigidbody.velocity = force.normalized * _force;
Comment
Add comment · Show 2 · 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
avatar image timberland8989 · Sep 25, 2011 at 03:32 AM 0
Share

Thanks for co$$anonymous$$g our timberland online store! Just enjoy yourself here! As a developping company, timberland boots always can give us some surprise .I belive timberland shoes Sale can make your feet more comfortable, make your life more stylish!If you want to have a try ,just click here: discount timberland boots Free delivery

timberland

timberland boot

timberland shops

timberland 2011

discount timberland

wholesale timberland

timberland chaussures

avatar image namekaw · Feb 11, 2013 at 07:17 PM 0
Share

I am not very experienced, so do not understand to put for one bit. What do I put ins$$anonymous$$d of tagetDir? What do you mean have a vector in the target direction? Also- for _angle and _force, do I put values there or what? Thanks

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

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

4 People are following this question.

avatar image avatar image avatar image avatar image

Related Questions

How will we give from a fixed point to rotate operation by using mouse? 1 Answer

Is there a script for picking up rigid bodies with the mouse via a spring joint? 1 Answer

How to get mouse pointer to hover over object when being dragged? 0 Answers

2D 360 degress platformer example needed 0 Answers

Dragging Rigidbodies goes through colliders 3 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges