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Question by Find_1t · Jan 29, 2013 at 10:43 PM · raycastpathfindingunity 4

Make a bullet follow a curvy path

Hello, I wish to create a simulation in which a bullet follows a predefined path (straight or curly) and was wondering on how to do it. One option I looked into was using collision avoidance; place a few objects (defining the path the bullet has to take) in the scene and using a few raycasts, make the bullet avoid them and thus stay on that path. Is there any other way of accomplishing this? Thanks.

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Answer by Find_1t · Jan 29, 2013 at 10:58 PM

Thank you for your reply! That does sound very doable. But let's say the path is a set of points in space that the bullet has to follow. How can I create the simulation in that case?

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avatar image infinitypbr · Jan 29, 2013 at 11:15 PM 1
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Not sure, I'm not the best at this yet :) But, if it's a fixed set, I suppose you could add set gameobjects (empty ones) as the spots, and then put the transform position into your script so that the bullet travels between each spot.

There's probably an easier way, though :)

avatar image gfvfubb · Jan 30, 2013 at 09:25 AM 1
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If you set the transform.velocity direction to correspond to the 'next' point in the list, it will slowly accelerate along that path. Add a Lerp to the velocity and it should work out smoothly.

For clarity, iterate through the set of points, set the velocity to be in the direction of the first point, when it passes it, drop that point, grab the next, set the velocity in the direction of that point. Etc. etc.

avatar image Find_1t · Jan 31, 2013 at 05:07 PM 0
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Thank you sfbaystudios and gfvfubb for your answers!

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Answer by infinitypbr · Jan 29, 2013 at 10:45 PM

I'm not sure on the specifics, but I believe that if you want to do a wave pattern, just curving back and forth, put the bullet inside a parent gameObject. The parent flights straight, and the bullet object simply moves back and forth inside that object -- the result is the appearance of a bullet traveling in a wave pattern. I'm sure you could do fancy math to make it less wave like and more randomly curved.

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