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How do I make a projectile arc and always hit a moving target? Method
I am trying to implement the method you provided for this but not sure how to apply this to the projectile or the turret that fires it. The initial vector3 ballisticsVelocity is showing local function created but never used. I am using this in a function that is called from FixedUpdate, additionally this method doesnt appear to be modifying the projectile at all. Is this method supposed to be on the projectile and adjust it in flight or do I need to find a way to apply the predictive function to turret before launching the projectile. Thank you for your help if I can get this to work it will be life changing trying to have a projectile that is fired predictivly and not just home in on enemy.
Answer by Nistroy · Jul 11, 2021 at 10:14 AM
Do you want a projectile system like this @us536th ?
So here is the script :
Rigidbody2D rb = arrow.GetComponent<Rigidbody2D>();
Vector3 targetVelocity = target.GetComponent<PlayerMovement>().targetVelocity;
Transform arrowTransform = arrow.transform;
Vector3 target = targetVelocity - arrowTransform.position;
rb.AddForce(target * force);
You will have to recover the Rigidbody (in my case in 2d) to be able to apply the force. The targetVelocity variable will be retrieved from the PlayerMovement script which this variable is assigned to when the target moves, an example of my PlayerMovement script with this variable:
public Vector3 targetVelocity;
void MovePlayer(Vector2 _movement)
{
targetVelocity = _movement;
rb.velocity = Vector3.SmoothDamp(rb.velocity, targetVelocity, ref velocity, .05f);
}
Then you just have to subtract the position of the target from that of the emitter.
I hope this help you @us536th
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