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Question by DanielGL · Feb 06 at 03:29 PM · physicsrigidbodyforceprediction

Predicting land position with drag applied

i'm trying to predict the land position of a launched ball in a flat plane, (no obstacles or collisions to worry), so far I've reached in the following solution:

 Vector3 landPos = Vector3.zero;

 float yForce = direction.y * force;
 float heightTime = yForce >= 0 ? yForce / (-Physics.gravity.y * physicBoddy.mass) : 0;
 float maxHeight = physicBoddy.transform.position.y + yForce * heightTime + Physics.gravity.y * Mathf.Pow(heightTime, 2) / 2;

 var qe = D_Math.QuadracticEquation(Physics.gravity.y / 2, yForce < 0 ? yForce : 0, maxHeight);
 float fallTime = qe[0] > 0 ? qe[0] : qe[1];

 float airTime = heightTime + fallTime;
 float hFactor = force / physicBoddy.mass * airTime;

 landPos.x = physicBoddy.transform.position.x + direction.x * hFactor;
 landPos.z = physicBoddy.transform.position.z + direction.z * hFactor;
 landPos.y = 0;

 return landPos;

This solution works perfectly with any property of the Rigidboddy except the drag, I couldn't predict how it affects maxHeight and airTime, so if the drag isn't 0, the prediction fails. How can I add the drag to this prediction?

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