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Question by AnkitR · Feb 15, 2020 at 12:18 PM · physicsvelocitymathrigidbody.velocity

Hey I am trying to calculate velocity of a gameObject without using rigidbody

https://www.youtube.com/watch?v=0v_H3oOR0aU&t=456s In this video, Brackeys adds velocity to the homing missile. The value he passes is transform.up * velocity but what if I want to calculate velocity on my own how would I do that.

I tried the following code

     void FixedUpdate () 
     {
         Vector2 target = Camera.main.ScreenToWorldPoint(Input.mousePosition);
 
         Vector2 direction = target - GetComponent<Rigidbody2D>().position;
         direction.Normalize();
 
         float rotationAmount = Vector3.Cross(direction, transform.up).z;
 
         GetComponent<Rigidbody2D>().angularVelocity = -rotationAmount * rotationVelocity;
 
         //GetComponent<Rigidbody2D>().velocity = transform.up * velocity;
 
         Vector2 initialPos = transform.position;
         Vector2 finalPos = (transform.position + (transform.up)) * Time.deltaTime;
 
         Vector2 targetPos = finalPos - initialPos / Time.deltaTime;
 
         transform.Translate(targetPos);
     }

But the gameObject moves too fast and results in this error.

 transform.position assign attempt for 'New Sprite' is not valid. Input position is { NaN, NaN, NaN }.
 UnityEngine.Transform:Translate(Vector3)
 Rocket:FixedUpdate() (at Assets/Rocket.cs:33)


Please help me just trying to implement basic physics in Unity. Also, I did check other questions but they did not help me I am still stuck.

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Best Answer

Answer by AnkitR · Feb 16, 2020 at 06:18 AM

Figured it out...

 using UnityEngine;
 
 public class Rocket : MonoBehaviour
 {
     public float speed = 5f;
     public float rotationVelocity = 2f;
     public Transform target;
     Vector2 velocity;
 
     void FixedUpdate()
     {
         Vector2 desiredVelocity = (new Vector2(target.transform.position.x, target.transform.position.y) - (Vector2)transform.position).normalized;
         desiredVelocity *= speed;
         Vector2 steer = desiredVelocity - velocity;
         velocity = Vector2.ClampMagnitude(velocity + steer * rotationVelocity * Time.deltaTime, speed);
         transform.position += (Vector3)velocity * Time.deltaTime;
     }
 }
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