Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by HakanOzcan · Jan 27, 2015 at 04:11 PM · gameobjectrigidbodytransformpositionvelocity

Take final position after a force applied to a GameObject

I apply a force to a gameobject and it goes as expected. I want to take the final position of this gameobject when its velocity become zero. I use an algorithm like that

 void Shoot ()
 {
 ...
    if(Mouse button clicked)
     {
     gameobject.rigidbody.AddForce;
     shoot = true;
     }
 }
 
 void Update ()
 {
    Shoot();
    if(gameobject.rigidbody.velocity.magnitude==0 && shoot==true)
    {
     finalPosition==gameobject.transform.position;
     shoot = false;
    }
 }

However, for the very first instant frame I just shoot(Force is applied but velocity isnt changing instantly), velocity == 0 and shoot become true. That is why I take start position instead of final position. Can you please show me a way?

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by hav_ngs_ru · Jan 27, 2015 at 04:37 PM

its like a dirty patch, but...

 void Shoot ()
 {
   ...
   if(Input.GetMouseButton(0)) // <<<< fix
   {
      rigidbody.AddForce( ... ); // <<<< fix. you should specify parameters here
      shoot = true;
      lockFinalCheck = true; // <<<< add
   }
   
 }
 void Update ()
 {
   if(!lockFinalCheck ) { // <<<< add
     if(rigidbody.velocity.magnitude==0 && shoot==true) // <<<< fix. use rigidbody instead of gameObject.rigidbody
     {
       finalPosition==gameobject.transform.position;
       shoot = false;
     }
   } // <<<< add
   lockFinalCheck = true; // <<<< add
 }

EDIT: void Shoot has been fixed

Comment
Add comment · Show 3 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image hav_ngs_ru · Jan 27, 2015 at 04:42 PM 0
Share

bu generally you should review your architecture... like this:

 bool shoot = false, flying = false;
 
 void Shoot() {
    ...
    shoot = true; // just fire flag, dont apply forces
 }
 void FixedUpdate() {
    if(flying && !shoot) {
       ... // fix final pose
       flying = false;
    }
    if(shoot) {
       ... // ApplyForce here
       shoot = false; // <<< fixed
       flying = true;
    }
 }

EDIT: fixed typo :)

avatar image HakanOzcan · Jan 27, 2015 at 07:31 PM 0
Share

Sorry man, I made a mistake and updated my code in post. Could you please rewrite? I think there is a mistake in your code because shoot never becomes false after shooting?

avatar image hav_ngs_ru · Jan 28, 2015 at 09:07 AM 0
Share

never $$anonymous$$d, I thought this is pseudocode :) but actually your second revision is not correct too (see edited version in my answer).

What about my mistake in "rewrite architecture" code - you are right, it was my mistake. Fixed it now.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

3 People are following this question.

avatar image avatar image avatar image

Related Questions

How can I increase or decrease a position based on another variable ? 1 Answer

Need insight on strange (simple) 2D object transform bug 0 Answers

Locating Position of Object not Working? 2 Answers

Ball Freezes 0 Answers

Best way to detect if an object is near? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges