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Question by Quote_ · May 20, 2020 at 04:02 AM · rigidbody2dgravityprojectilerigidbody.velocityrigidbody physics

Projectile Motion arc with Rigidbody 2D,Projectile motion with 2D physics.

Hey folks, i am having some problems with the 2D physics rn and was wondering if someone had a similar problem and could help.

i am making an parabolic motion simulator where the user gives the angle and initial velocity and then they see an canon shooting the bullet with the infos about the X and Y position alongside a graph showing the equation. But when i try to compare the results of the equation and the real results ingame they differ by around 0.1 ~ 0.2 and i can't figure out what's wrong alt text alt text

The Code for the equation`

     var g = -Physics2D.gravity.y;
     var height = 0;
     var initialVelocityX = (player.velocity * Mathf.Cos(Mathf.Deg2Rad * player.angle));
     var initialVelocityY = (player.velocity * Mathf.Sin(Mathf.Deg2Rad * player.angle));

     var time = (initialVelocityY + Mathf.Sqrt(Mathf.Pow(initialVelocityY,2) + (2 *g * height) ) ) / g;
     
     Vector2 pos = Vector2.zero;

     pos.x = initialVelocityX * time;
     pos.y = (initialVelocityY * time) - (g * Mathf.Pow(time, 2) * 0.5f);

     Debug.Log("Total Time (Equation): " + time);

     Debug.Log("X position:" + pos.x);`

and the launch script is just buInst.rb.velocity = new Vector2(Mathf.Cos(Mathf.Deg2Rad * angle) * (velocity), Mathf.Sin(Mathf.Deg2Rad * angle) * (velocity)); the distance i print on the game screen is the distance that the bullet travels by transform.position.x - initialposition.x

Thanks in advance if someone can help ^ ^

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