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Question by $$anonymous$$ · Mar 18, 2019 at 08:44 PM · rigidbodyangleprojectiletrajectory

Getting startangle for projectile

Hey guys,

for my AI to hit the target I need the start angle for the projectile.

I tried to use this formula from wikipedia but I can´t figure out what I do wrong ...

https://en.wikipedia.org/wiki/Projectile_motion Angle theta required to hit coordinate (x,y)

In code I do it like this:

v is the speed I give to the projectile

private Rigidbody rb;

 private Vector3 GetProjectileRotationAtStart(Rigidbody rb, float v, Vector3 targetPos)
 {
     float g = rb.mass * Physics.gravity.y;
     float x = Vector3.Distance(transform.position, target.transform.position);
     float y = targetPos.y;

     float v2 = v * v;
     float v4 = v2 * v2;
     float gx = g * x;
     float gx2 = g * x * x;
     float Twoyv2 = 2 * y * v * v;

     float radianAngle = Mathf.Atan((v2 - Mathf.Sqrt(v4 - (g * (gx2 + Twoyv2)))) / gx);
     float degAngle = Mathf.Rad2Deg * radianAngle;

     Vector3 angle = new Vector3(degAngle, 0, 0);
     Debug.Log(angle);
     return angle;
 }

It always returns a too low angle. I tried to play around with g but didnt realy make that big of a difference. Making the minus after v2 a plus made it go way too high.

Please help me!

Thanks a lot!!!

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Answer by Ymrasu · Mar 18, 2019 at 11:06 PM

The formula for your angle needs a positive gravity, Physics.gravity.y is negative. Also I would change x and y to be the delta between the projectile and target since the formula assumes start position is 0,0.

So the only changes would be:

 float g = rb.mass * -Physics.gravity.y;
 float x = targetPos.x - transform.position.x;
 float y = targetPos.y - transform.position.y;

Also to note: The sign in front of the square root determines when the projectile will pass through the target going up (neg) or falling down (pos).

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avatar image $$anonymous$$ · Mar 20, 2019 at 10:54 AM 0
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Thank you, that made it work!!

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