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Question by Nirox · Dec 03, 2017 at 12:11 PM · physics2drigidbody.addforceline rendererrigidbody.velocity

Calculating arc of an already moving object C#

In my game the player character is constantly running like an endless runner, your jump is based on how long you hold down the mouse button, to help in visualizing this I am using a line renderer to create a jump arc. The arc works great except for one problem, it is creating a jump arc for an object assuming that isn't already moving which my object is. because of this the arc always falls short of where the player actually lands making it massively inaccurate.

         void RenderGuideLine()
         {
             lr.positionCount = resolution + 1;
             lr.SetPositions(CalculateArcArray()) ;
         }
     
         Vector3[] CalculateArcArray()
         {
             Vector3[] arcArray = new Vector3[resolution + 1];
     
             radianAngle = Mathf.Deg2Rad * angle;
             float maxDistance = (jumpHeight + rb.velocity.x * jumpHeight + rb.velocity.x * Mathf.Sin(2 * radianAngle)) / gravity;
     
             for (int i = 0; i <= resolution; i++)
             {
                 float t = (float)i / (float)resolution;
                 arcArray[i] = CalculateArcPoint(t, maxDistance) + transform.position;
             }
             return arcArray;
         }
     
         Vector3 CalculateArcPoint(float t, float maxDistance)
         {
             float x = t * maxDistance;
             float y = x * Mathf.Tan(radianAngle) - ((gravity * x * x) / (2 * jumpHeight * jumpHeight * Mathf.Cos(radianAngle) * Mathf.Cos(radianAngle)));
             return new Vector3(x, y);
         }

This is my code for generating the arc, jumpheight is the float that goes up as you hold down the button down. I know I need to slot the X velocity of the rigidbody in somewhere but I can't for the life of me figure out where to fit it.

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