Question by 
               majorperfect · Dec 20, 2015 at 06:15 PM · 
                c#velocityvector2collision2dnormalized  
              
 
              How to access the coordinate x y after normalized it by another variable?
using UnityEngine; using System.Collections;
public class MainLoop : MonoBehaviour { //This declaration will be used and understanded in function bool Checkcollision float G1x; //define G1x for x coordinate float G1y; //define G1y for y coordinate float G2x; //define G2x for x coordinate float G2y; //define G2x for x coordinate
 float Nvectorx;
 float Nvectory;
 public Transform ballContainer;
 private GameObject[] balls;      //create balls as an array that can contain the objects
 // Use this for initialization
 void Start () 
 {
     balls = new GameObject[ballContainer.childCount]; 
     for(int i=0;i<ballContainer.childCount;++i)
     {
         balls[i] = ballContainer.GetChild(i).gameObject;
     }
 }
 
 // Update is called once per frame
 void Update () 
 {
     for(int i=0; i < balls.Length;++i)
     {
         for(int j=i+1; j < balls.Length; ++j)
         {
             if(CheckCollision(balls[i],balls[j]))
             {
                 ResolveCollision(balls[i], balls[j]);
             }
         }
     }
 }
 bool CheckCollision(GameObject G1,GameObject G2)
 {
     //Gameobject G1 position x and y
     G1x = G1.transform.position.x; 
     G1y = G1.transform.position.y;
     //Gameobject G2 position x and y
     G2x = G2.transform.position.x;
     G2y = G2.transform.position.y;
 
     /*equation to find the distance between object 1 and object2 
     by using formula of square root((x2-x1)^2+(y2-y1)^2)*/
     float distance = Mathf.Sqrt (Mathf.Pow (G2x - G1x, 2) + Mathf.Pow (G2y - G1y, 2));
     float radius = G1.GetComponent<CircleCollider2D> ().radius;
     if (distance <= radius * 2) {
         return true;
     }
     return false;
 }
 void ResolveCollision(ref GameObject G1,ref GameObject G2){
 
     /*normal vector of G1 and G2 using end point subtracts by starting point*/
     Vector2 normalvector = new Vector2 (G2x - G1x, G2y - G1y); 
     Vector2 unitnormalvector = normalvector.normalized; 
 }
}
I want to create a unit tangent vector that the tangent unit vector = (-y of unit normal vector, x of unit normal vector) but I had normalized it and I do not know how can I access the coordinate?
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              Your answer
 
 
              koobas.hobune.stream
koobas.hobune.stream 
                       
                
                       
			     
			 
                