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Question by jamesblack975 · Aug 19, 2017 at 05:34 PM · physics settings

How do I calculate thrust for a ball to reach the target

From the ball to the target is 262.15, pixels, or units, I subtracted the two z parts of position.

This is my code:

 void FixedUpdate()
 {
     ball.useGravity = true;
     float f = thrust/2;
     ball.AddForce(new Vector3(100* Time.fixedDeltaTime,600* Time.fixedDeltaTime, -thrust* Time.fixedDeltaTime));
     ball.AddForce(Vector3.down * 10f * Time.fixedDeltaTime);
 }

I arbitrarily picked 600 and 100, just so it could move to one side of the target.

My mass is 1, drag is 1, angular drag 0.05

I want to have an equation so I can pick a point, move the ball back and forward, and have the user try to catch the ball, but it can't go too hard.

Also, my ball doesn't go up and down as I expected with gravity, which is why I added a down force.

I think the first ball.AddForce should be done one time and just let it go, but putting this in Update isn't working either.

I want it to go up and down as a ball should, and be able to pick where it will actually come down at.

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