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Question by allardkeij · Jul 13, 2018 at 08:37 PM · positionaddforceangles

Apply force at angle on X axis in 3D world

Hey guys i recently started with Unity (and C#) and i am trying to pull of a specific drag and shoot mechanism.

As i am figuring it out i am simply to unknown with the whole world axis and i'm not very good with math.

Therefore i can't figure this one out on my own.

The idea is simple. My object is located in a 3D world and i've put in a Joystick. When i drag and release the joystick my "player" object should be shot at the opposite angle. I am trying to do that with a AddForce function.

I do get some results but they are far from what it should be.

To calculate the angle i am using the start point of the joystick ( dead center ) and the position when it's released.

What i think is happening is that my object actually flies in a 3D world while i am trying to let it shoot "2D" style a.k.a. 360 degrees on the x and y axis not on the Z. I simply locked the Z axis on my object.

Long story short, applying a force to my object with the joystick works fine but the angles don't.

This is my code so far:

 public void OnPointerUp(PointerEventData data)
 {
   float anglex = transform.position.x;
   float angley = transform.position.y;
 
   float throwAngle = Mathf.Atan2(anglex - m_StartPos.x, angley - m_StartPos.y) * Mathf.Rad2Deg;
 
     Vector3 dir = Quaternion.AngleAxis(throwAngle, Vector3.forward) * Vector3.right;
 
     dagger.GetComponent<Rigidbody>().AddForce(dir * thrust);
 
     Debug.Log(throwAngle);
             
 }
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