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Question by NosVidz · Jun 06, 2016 at 01:13 PM · movementphysicsrigidbody3dthrowing

Throwing an object whilst moving

I have a gameobject (sphere) which can be thrown using the left mouse button. It gets thrown in the rotation I look at (the sphere is a child of the head of the player, so that it moves with him). The problem is, if I throw the sphere while moving, it lands behind the player, because the moving speed of the player is not added to it.

I move my player like this:

 float forward = Input.GetAxis("Vertical");
 float right = Input.GetAxis("Horizontal");
 transform.Translate(Vector3.forward * forward * forwardSpeed * Time.deltaTime +
 Vector3.right * right * rightSpeed * Time.deltaTime);

I tried this with applying force to a rigidbody, but then the character is gliding over the ground (and the result was still the same).

I throw the ball like this:

 body.useGravity = true;
 body.isKinematic = false;
 body.AddForce(transform.forward * throwForce, ForceMode.Impulse);

The Hierarchy is like follows: Player -> Head -> Thrower -> Ball

So how can I do a physically "correct" throw?

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avatar image Mmmpies · Jun 06, 2016 at 05:27 PM 0
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Why not pick up the forwardSpeed value from the player movement script and multiply by/add to throwForce?

You might have to play with the figures to see what works but you only really need the forward motion if only ever throwing forward.

 body.AddForce(transform.forward * throwForce * forwardSpeed, Force$$anonymous$$ode.Impulse);

EDIT although if that's an axis you might want

throwForce + (forwardSpedd * 3) or similar but play with it and see what works.

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Answer by Senhyro · Nov 17, 2017 at 12:55 AM

Is the throweable object collidable with the player? Looks like it collides with the player when it's thrown. So it falls behind the player.


-EDIT-
Even though it's Kinematic, just make sure you don't have any script going on so it collides with the player!

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