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Question by chrispayne · Oct 22, 2016 at 05:43 PM · physicsrigidbodyprojectilerangedragrigidbody

How to calculate projectile (baseball) distance with drag factor

I am making a baseball game and need help calculating the landing spot of a hit ball. I know the velocity and the launch angle, so I can use this code to project the landing spot without drag:

float dist = ((velocity * velocity) * Mathf.Sin(2 * ball.lastHitData.launchangle * Mathf.Deg2Rad)) / 9.81f;

Unfortunately, having no drag is unrealistic, and as of now the ball's rigidbody has the Drag property set to .2. How can I calculate the landing distance with the RigidBody Drag factor incorporated?

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Answer by Bunny83 · Oct 22, 2016 at 07:01 PM

That's quite difficult. See my answer on this forum post on how the drag value is applied.

Unity's drag is just a linear drag and doesn't represent real world drag .

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avatar image chrispayne · Oct 23, 2016 at 12:26 AM 0
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But it is possible to predict the distance as soon as the ball is hit or would I have to keep checking over time? Since drag is applied every frame wouldn't I have to do that?

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