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Question by PlayCreatively · Dec 21, 2019 at 01:43 PM · movementphysicsrigidbodytrackinggolf

How to calculate future movement like in golf games?

What's the best way to calculate future movement like seen on the picture. I'm using Rigidbody alt text alt text

golfline.png (258.2 kB)
golf.gif (517.5 kB)
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Answer by Statement · Dec 21, 2019 at 02:04 PM

Not going to claim that this is the best way, but one way to do it would be using SphereCast and simulate the balls movement by iterating motion, collision and response over n seconds in a tight loop that runs in 1 frame.

Sorry for short and vague answer.

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avatar image Statement · Dec 21, 2019 at 02:05 PM 0
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https://docs.unity3d.com/ScriptReference/Physics.SphereCast.html

avatar image PlayCreatively · Dec 21, 2019 at 04:44 PM 0
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Oh would it be outlandish to calculate using the rigidbody? Since I need to predict the player's next few frames and it's affected by forces and gravity. Would it be possible to run player's movement using FixedUpdate but also for the next few frames? That's kind of what I'm puzzling about :)

avatar image Statement PlayCreatively · Dec 21, 2019 at 05:50 PM 0
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You could try using a ghost rigidbody though IIRC physics calculations aren't guaranteed to perform the same between runs so you might get a few shots that won't follow the ghost.

avatar image lgarczyn PlayCreatively · Dec 21, 2019 at 07:44 PM 0
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The only way to use a rigidbody would be to have a duplicate physics scene, with the exact same setup, and run it by hand.

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