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Question by Slences · Nov 18, 2015 at 04:23 PM · triggervector3reflectiontranslate

Projectile reflection

I'm sorry if this question is already answered before, but I can't really figure out how to do this. I have a Projectile script that handles movement:

 public Vector3 directionVector = Vector3.forward;

 public virtual void ProjectileUpdate() {
     transform.Translate(directionVector * Time.deltaTime * speed);
 }

Now when this projectile triggers with something else, I'm trying to achieve a reflect effect, although I'm not really sure how to do this. Currently I'm just changing the direction to Vector3.back:

 public override void ProjectileCollision(Collider trigger)
 {
         if (trigger.GetComponent<PlayerStats>().reflectiveShieldIsActive)
         {
             hasBeenReflected = true;
             directionVector = Vector3.back;
             return;
         }
   }

I'm not sure how the Vector3.Reflect method works, since I can't find a lot of information about it. How can I achieve a mildly realistic reflect effect? Thanks in advance!

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Answer by beppim · Nov 18, 2015 at 05:01 PM

You need to know the normal of the surface of the reflecting object, then use Vector3.Reflect

http://docs.unity3d.com/ScriptReference/Vector3.Reflect.html

Here's how to compute the normal: http://docs.unity3d.com/Manual/ComputingNormalPerpendicularVector.html

Using the contact point you can determine the exact normal of the point where the hit was: http://docs.unity3d.com/ScriptReference/Collision-contacts.html

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