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Question by Major · Sep 27, 2014 at 01:50 AM · gameobjecttransformvector3vectorcurrent

Finding the Current Vector of Travel

I am trying to make a realistic flight model, and I need to know what direction the object is moving so I can accurately create drag. I am looking for something like the yellow marker on the nav ball in Kerbal Space Program. Any help would be much appreciated.

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avatar image robertbu · Sep 27, 2014 at 02:20 AM 0
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Not sure of the issue. With physics, you can use rigidbody.velocity. Without physics, you can subtract a previous position from the current position.

avatar image jarratt51 · Mar 30, 2019 at 10:00 PM 0
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Hope I'm not too late, I'm tryna do the same thing as in make a nab ball. Its driving me mad

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Answer by trudeaudm · Sep 27, 2014 at 06:37 PM

A quick Google search can find this information for you but I believe you just need this.

  var velDir = transform.InverseTransformDirection(rigidbody.velocity);

You should then have velDir.x,y,z

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avatar image robertbu · Sep 27, 2014 at 06:39 PM 0
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@trudeaudm - your use of InverseTransformDirection() means that 'velDir' will be the local velocity. That is if the object is flying straight forward, no matter what direction, the velocity would be (0,0,speed). I don't think that is what he is asking for, but maybe. 'rigidbody.velocity' is the world velocity.

avatar image Major · Sep 28, 2014 at 09:22 PM 0
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what I am trying to achieve is to know what direction my object is facing in comparison to the direction the object is actually traveling.

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