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Question by threedollarbill · May 16, 2015 at 06:21 PM · graphicsdisplay

A good way to display / render trajectory? (this is a graphics question, not a math one)

I am working on a 3D "throwing" game and I already have the formula for predicting the path that the thrown projectile will have. I already have the List of Vector3 points and I just now need to display / render them in an optimized way.

I was thinking of just instantiating a bunch of square / quad meshes with a "dot" texture on them and just use that to display the trajectory. But then I also feel like there can be a better way to do this. Also, since the textured quads are in the scene and not on the UI / HUD, they will be affected by light, shadows, and other objects (particles / fog / dust) that might be in between the player and the target.

Has anyone here done something similar? Any suggestions on a good way to achieve this?

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Answer by Eno-Khaon · May 16, 2015 at 07:09 PM

When I've drawn trails previewing a shot or launch before, I created a small series of planes and slid them forward along the path using Mathf.Repeat(...) to reset the time on a Lerp over and over. This creates the illusion of movement using a predetermined number of pieces in the trail and just shoving each of them back to their starting points every X amount of time.

Granted, exactly what you're looking to do is up to you, but there are many ways to make it look good in many different manners.

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