• 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 Tom 10 · Nov 08, 2010 at 03:20 PM · physics

How can I calculate the path a rigid body will take?

Hello!

I'm making a game in which the player shoots a ball from a gun, and the ball can bounce around off various obstacles, similar to Peggle. If you've played Peggle, then you've noticed that the game draws an arrow showing the path the ball will take if you were to shoot it. It'll even show the path if it bounces.

In Flash with Box2D it was easy to calculate the path the ball would take by simply stepping the physics sim 60 or so times in a for loop, recording the position of the ball at each step. Then I reset the objects and draw the line segments for the saved positions to show the player the path the ball would take. An AI opponent used the same look-ahead routine to figure out which shot is best by simulating all possible shots and seeing which ended in the most favorable results.

Is it possible to step the physics sim manually in Unity to accomplish the same thing?

If not, what would you recommend for this? I'd really like to avoid having to write my own physics code to calculate the path the ball would travel.

Thank you!

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
0

Answer by pakfront · Nov 08, 2010 at 10:49 PM

Perhaps not the best answer, but you could create a copy of the projectile, put in in a render layer the camera cannot see, sim it and create data points along the sim result.

Comment
Add comment · Show 3 · 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 Tom 10 · Nov 09, 2010 at 02:51 PM 0
Share

Thanks, pakfront! That would prevent the player from seeing the calculation, but wouldn't it still require the player to wait for it to finish?

avatar image pakfront · Nov 09, 2010 at 07:04 PM 0
Share

Yes, it would force them to wait. Perhaps you could turn down (speed up)the fixedDeltaTime during this part in order to make it run quicker... kludgy, I know.

avatar image pakfront · Nov 09, 2010 at 08:03 PM 1
Share

err, maybe increasing the timeScale would work better in this case.

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

No one has followed this question yet.

Related Questions

2D 360 degress platformer example needed 0 Answers

Camera gets flung off of the map when the player collides with certain objects. 0 Answers

How to Load Level on Button Press (Door) 2 Answers

Sword logic script not working 3 Answers

Two Bone IK constraint with more than 2 bones on my arm. 0 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