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Question by Thomas-Hawk · Jan 12, 2017 at 06:15 AM · transformvector3targetworldspacelocalposition

localposition not working? Calculating a vector in front of an object. Picture and code included

I am making a 3D spaceship combat minigame.

alt text

I need to launch a projectile from my spaceship, towards a position that is the targeted enemy position, adding 30 or something to the local Z of that position (i.e, "shooting it ahead of the enemys forward path), but I need to be grabbing that vector when the shot is instantiated, so that it is traveling in a straight line (interpolating / following / lookat is not what i need).

Here is what I have, and it is working as coded, but the calculation that adds to the Z position ends up giving me a vector that is higher than the Z axis value in the world space, despite me using localposition. what I need is, that vector to end up as higher than the ships Z axis value, so it is "In front of where the ship / target" was at the moment of that calculation.

     void Start () {
         player = GameObject.FindWithTag ("Player").GetComponent <Player> ();
         Destroyshot ();
         hasTarget = player.seesTarget;
         if (hasTarget) {
 
             target = player.locktarget;
             targetahead = new Vector3 (target.localPosition.x, target.localPosition.y, target.localPosition.z + 30);
             transform.LookAt (targetahead);
 
         }
     }
     
 
     void Update () {
 
         gameObject.transform.Translate (Vector3.forward * speed);
         Debug.DrawLine (gameObject.transform.position, targetahead);
 
     }


example.png (415.7 kB)
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Answer by hexagonius · Jan 12, 2017 at 06:43 AM

the problem is that your LookAt is looking at a position that is still in localspace of the target. it's actually even easier to calculate what you want in world space directly:

 target.position + target.forward * 30;
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avatar image Thomas-Hawk · Jan 12, 2017 at 07:27 AM 0
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Wow, thanks! +Rep! Now ins$$anonymous$$d of 30, I can decide that amount based on the velocity of the target's rigidbody!

While I have you, any idea on how I could go about that with some accuracy?

I have "2 * enemyvelocity" and it is pretty accurate, but doesn't take into account the distance betwen the player and enemy when fired.

I was thinking...Pythagorean theorem?

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