Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by hellojbb1234 · Feb 09, 2017 at 03:58 PM · linerenderercalculate

How do i make the line more smooth and accurate?

So I am calculating the trajectory of an object that will orbit something. So far it is going well I have gotten it to point in roughly the correct orbit. now I want it to smooth out an actually follow it before hand instead of just being blocky and being way to far out. Don't say it is the linerenderer's fault I put 20 points in.

  public void CalculateLine(Vector3 oldPos)
     {
         Vector3 heading = oldPos - Input.mousePosition;
         var distance = heading.magnitude;
         var direction = heading / distance;
         Vector3 FutPoints = new Vector3(heading.x / 7.5f, heading.y / 7.5f, 0);
         thisLineRend.numPositions = 20;
         var points = new Vector3[thisLineRend.numPositions];
         Debug.Log("Calculating");
        
         thisLineRend.SetPosition(0, transform.position);
         thisLineRend.SetPosition(1, FutPoints);
         testTri /= 9.8f;
         for(int i = 2; i < thisLineRend.numPositions; i++)
         {
             testTri += FutPoints;
             f = 1 * 2 / Vector3.Distance(testTri, gravityLinePre.gameObject.transform.position);
             testTri.x = f * -9.8f;
             testTri.y = f * -9.8f;
             thisLineRend.SetPosition(i, new Vector3(testTri.x, testTri.y, transform.rotation.z));
 
         }
              
         
             
     }
 
 

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

4 People are following this question.

avatar image avatar image avatar image avatar image

Related Questions

Trajectory line throwing downward 0 Answers

Line Rendering for 2D Connect the Dots Game 1 Answer

linerender shoots in center of screen 0 Answers

line rendere not aligned with collider 1 Answer

how to draw in 3d using pipelines,drawing in 3d through pipeline 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges