• 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 fabioOliveiraCosta · Mar 24, 2015 at 06:21 AM · positiontrajectory

Make a projectile hit one target no matter where it is

Suppose i have a projectile on a position XYZ.This projectile has a rigidbody.

Suppose i have a GameObject on position X2,Y2,Z2 how do i set a straight trajectory to them?

I tought it would only be (transform.position-target.position)*speed but it seems that i am missing something

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

3 Replies

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by kkxzd · Mar 25, 2015 at 03:44 AM

You can use lerp to always go to the object, no matter where it is. For example:

Create a cube

Create a Ball

Assign this script to the ball:

 using UnityEngine;
 using System.Collections;
 
 public class BallBehaviour : MonoBehaviour {
     public GameObject Cube;
 
     // Use this for initialization
     void Start () {
         StartCoroutine(FollowCube());
     }
 
     IEnumerator FollowCube()
     {
         while(true)
         {
             gameObject.transform.position = Vector3.Lerp(gameObject.transform.position, Cube.transform.position, 0.1f);
             yield return null;
         }
     }
 }
 

Assign the cube to the "Cube" variable of the script

Now you can run your game and the ball will always move towards the cube, no matter where the cube is (you can move it in the editor view to test)

Obviously, if you don't move the target object the trajectory will be straight, which is what you need.

Comment
Add comment · 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
0

Answer by Orami · Mar 25, 2015 at 12:45 PM

So can I assume you have two Vector3 objects representing the locations of both objects? If so you can get the direction to move said object by doing something like this:

Vector3 Direction_to_move = (destination_pos - projectile_pos).normalized;

To move your bullet multiply direction and speed together.

What I am doing is getting a vector with respect to the difference between your projectile and the destination then normalizing it(vector with length of 1). 1*speed will equal speed so you should be fine. You can also call this(every update) so it will act like a homing rocket or some such thing. I have not tested said code, but I Think it will work no doubt someone will tell me if it won't.

Comment
Add comment · 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
1

Answer by soft_sound · Mar 25, 2015 at 03:23 AM

If it were me I would combine LookAt

with a bit of forward motion.... Translate

float movespeed = 5f; transform.LookAt(target.transform.position); transform.Translate(0,0,movespeed*Time.deltaTime);

But there are many ways to go about this.

Comment
Add comment · 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

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

5 People are following this question.

avatar image avatar image avatar image avatar image avatar image

Related Questions

Predicting hit coordinates of a moving object 2 Answers

Camera rotation around player while following. 6 Answers

change properties of gameObject 1 Answer

The Script keeps executing..instead executing onec 0 Answers

Is there a way to keep a function from being called until the end of another? 2 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