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Question by Kalbytron · Dec 25, 2014 at 12:30 AM · physicsmathflaunchknockbackhitbox

Knockback and Launch Angle

I'm trying to find a decent code for knockback and launch angles. I keep on finding code snippets that were like...

rigidbody.velocity.x = 4f;
rigidbody.velocity.y = 2.5f;

but that is not what I was looking for.

I was looking for something that involves sin() and cos(), then multiply by knockback. That way, I can only enter an angle and knockback force in the inspector.

Oh, and this will be 3D space. So I want angle 0 to be the hitbox's local forward, angle 90 to be up, and 180 to be backwards.

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Answer by hav_ngs_ru · Dec 25, 2014 at 03:27 PM

 rigidbody.velocity = Quaternion.AngleAxis(-yourAngleHere, transform.right) * transform.forward * yourKnockBackForceHere;

Then declare public yourAngleHere and yourKnockBackForceHere and set it in inspector;

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avatar image Kalbytron · Dec 25, 2014 at 07:17 PM 0
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Wow. Looks so much better than my idea. Thanks

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