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Predict Collision
         // I would like to make a shooter that can predict target position so that it can always hit the target.
         // The target speed (doesnt change) and the bullet speed is known.
         float a1 = Vector3.Angle(target.position + target.forward * targetSpeed, transform.position - target.position);
         float a = Mathf.Asin(Mathf.Sin(a1 * Mathf.PI / 180f) * targetSpeed / bulletSpeed) * 180f / Mathf.PI;
         Vector3 d = target.position - transform.position;
         float b = Quaternion.LookRotation(d).eulerAngles.y + a;
         Vector3 c = Quaternion.LookRotation(d).eulerAngles + d.normalized * a;
         // This worked only on a plane
         //transform.eulerAngles = new Vector3(0f, b, 0f);
         // I tried to make it work in 3D, but didnt work
         //transform.eulerAngles = c;
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