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Question by Whelandrew · Nov 13, 2011 at 04:08 AM · mouselerpclickfiremissile

Fire missile to mouse click

I simply wish to have an missile fire from an origin point to the location selected by the mouse. Currently, I am using Lerp, which works, but slows the missile down when it begins to reach the end point. I am also unable to identify when the missile reaches the end of it's movement.

 missile.position = Vector2.Lerp(
         missile.position,
         des.transform.position,
         Mathf.SmoothStep(0.0f,1.0f,speed));
 
 speed+=Time.deltaTime*1.0f;

I'm sure that this has to be one of the simplest things to do in game creation(and I've done it a million times in other games) but Unity seems determined to strike me down. I can't seem to find a solid solution anywhere online either. So... help? :)

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avatar image Ballistic_Games_dev · Oct 28, 2018 at 02:20 PM 0
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Hi, what if i what to fire missiles simultaneously at multiple mouse click positions?

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Answer by syclamoth · Nov 13, 2011 at 04:30 AM

Your problem is that you're not interpolating between the start point and the end point, like you want to be- you're using a function which will smooth the missile's flight path as it goes- this will make the missile gradually approach des.transform.position, but never quite reach it. A more useful function for what you are doing here would go more like this-

 // At missiles's launch (probably in Start, but you can put it wherever)
 missileStartPoint = missile.position;
 totalDistance = Vector3.Distance(missileStartPoint, des.transform.position);
 distanceTravelled = 0;
 curVelocity = missileVelocity;

 // Each Update as the missile travels-
 distanceTravelled += curVelocity * Time.deltaTime;
 missile.position = Vector3.Lerp(
     missileStartPoint,
     des.transform.position,
     distanceTravelled / totalDistance);
 if(distanceTravelled / totalDistance >= 1)
 {
     // Missile destination reached! EXPLOADE (or whatever you missile does)
 }

If you wanted your missile to start slow, and accelerate as it travelled, you could add a few lines like this in-

 //when it starts
 curVelocity = missileStartingVelocity;

 // as it travels
 curVelocity += missileAcceleration * Time.deltaTime;
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