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Question by murkertrer · May 15, 2016 at 05:50 PM · linerendererpathprediction

LineRenderer use to predict a path?

I have this movement, which I would like to create a Line path, before I initialize the movement. Any Ideas on how to do it?

  using UnityEngine;
  using System.Collections;
  public class Boomerang : MonoBehaviour {
  
      void Update () {
          if (Input.GetKeyDown (KeyCode.Space)) {
              StartCoroutine(Throw(18.0f, 1.0f, Camera.main.transform.forward, 2.0f));
          }
      }
  
      IEnumerator Throw(float dist, float width, Vector3 direction, float time) {
          Vector3 pos = transform.position;
          float height = transform.position.y;
          Quaternion q = Quaternion.FromToRotation (Vector3.forward, direction);
          float timer = 0.0f;
          rigidbody.AddTorque (0.0f, 400.0f, 0.0f);
          while (timer < time) {
              float t = Mathf.PI * 2.0f * timer / time - Mathf.PI/2.0f;
              float x = width * Mathf.Cos(t);
              float z = dist * Mathf.Sin (t);
              Vector3 v = new Vector3(x,height,z+dist);
              rigidbody.MovePosition(pos + (q * v));
              timer += Time.deltaTime;
              yield return null;
          }
  
          rigidbody.angularVelocity = Vector3.zero;
          rigidbody.velocity = Vector3.zero;
          rigidbody.rotation = Quaternion.identity;
          rigidbody.MovePosition (pos);
      }
  }
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