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Question by navijha · Jan 25, 2016 at 06:02 AM · uiprefabs

How to show velocity of prefab in scene?

I am making a projectile game and want to display its instant velocity in the game. For this I am using following approach:

  1. Instantiate ballProjectile prefab whenever a shoot button is pressed with some velocity.

  2. Display velocity of ballProjectile using UI.Text element.

But I am not able to do this as velocity is not updated in every frame.

My code is

 using UnityEngine;
 using UnityEngine.UI;
 using System.Collections;
 
 public class ProjectileFlow : MonoBehaviour {
 
     public Rigidbody2D asteroidProjectile ;
     public float speed = 10;
     public Text range, height, velocityX, velocityY;
     public float fireAngle; 
 
     private Vector3 instantVel; 
     private float vY, vX;
 
     void Start()
     {
         transform.Rotate (new Vector3 (0,0 , fireAngle -30));
         vY = speed * Mathf.Sin (fireAngle * Mathf.Deg2Rad);
         vX = speed * Mathf.Cos (fireAngle * Mathf.Deg2Rad);
     }
     
 
     void FixedUpdate () {
 
         vY = speed * Mathf.Sin (fireAngle * Mathf.Deg2Rad);
         vX = speed * Mathf.Cos (fireAngle * Mathf.Deg2Rad);
         
         if (Input.GetKeyDown(KeyCode.A)) {
             ThrowProjectile();
         }
 
         if (Input.GetKeyDown (KeyCode.R)) {
             Application.LoadLevel(Application.loadedLevel);
         }
         
         updateValues ();
     }
 
     public void ThrowProjectile()
     {
         Rigidbody2D asteroidClone = (Rigidbody2D) Instantiate(asteroidProjectile, transform.position, transform.rotation);
         asteroidClone.velocity =  new Vector3(vX, vY, 0);
         instantVel = asteroidClone.velocity;
     }
 
     public void adjustSpeed(float newSpeed)
     {
         speed = newSpeed ;
     }
 
     public void adjustAngle(float newAngle)
     {
         fireAngle = newAngle;
         transform.Rotate (new Vector3 (0,0 , fireAngle -30));
         transform.eulerAngles = new Vector3(0, 0, fireAngle -30);
     }
 
 
     void updateValues()
     {
         velocityX.text = "Vx: " + instantVel.x.ToString();
         velocityY.text = "Vy: " + instantVel.y.ToString();
     }
 
 }
 





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avatar image incorrect · Jan 25, 2016 at 06:07 AM 0
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Can you please format your code a bit so it could be readable?

avatar image navijha incorrect · Jan 25, 2016 at 06:26 AM 1
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@incorrect: done and sorry for the inconvenience.

avatar image incorrect · Jan 25, 2016 at 08:14 AM 0
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Why do you think speed is not updated every frame? As long as your projectile is RigidBody2D, it's speed is updated every physics frame, so it should work as well.

In your case it can never be updated because you are storing the starting value in instantVel and then try to dispay it.

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