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  1. 14 lip 2018 · float g = Physics.gravity.y; print(transform.position.y); // it starts on 0.5 //Yt = Y0 + 0.5 * g * t^2 float time = ((0.15f - transform.position.y) * 2) / g; // The bullet would land on y equals to 0.15 because its height print("TIME: " + Mathf.Sqrt(time)); print("dX = " + 100 * Mathf.Sqrt(time));

  2. 16 gru 2020 · Velocity = Force / Mass * Time.fixedDeltaTime; This is the most basic implementation of trajectory projection in Unity. Option One, manual calculation, is the more performance optimized method, and potentially the most pure if all factors are carefully (and painstakingly) accounted for.

  3. 7 gru 2015 · private float CalculateJumpSpeed (float jumpHeight, float gravity) {. return Mathf.Sqrt(2 * jumpHeight * gravity); } This will shoot just shoot my object in the direction of the target and just fly over it. What I actually want is that it 'jump'/go to that target spot. Last edited: Dec 8, 2015.

  4. 10 paź 2022 · Summary. In this tutorial students will learn about the parabola formed by projectile motion and use physics calculations to start programming an automatic attacking tank. Next, students will complete the programming of the AI tank by adding Unity physics back on the shells and automatically controlling when the tank shoots through code.

  5. 19 mar 2018 · Deg2Rad); float H = (TargetObjectTF. position. y + GetPlatformOffset ())-transform. position. y; // calculate initial speed required to land the projectile on the target object float Vz = Mathf. Sqrt ( G * R * R / ( 2.0f * ( H - R * tanAlpha )) ); float Vy = tanAlpha * Vz ; // create the velocity vector in local space and get it in global space ...

  6. 21 gru 2020 · Vector math is not my strong suit, and would really appreciate some help trying to automatically calculate the speed of a projectile that I want to follow a parabola arch towards the player like this: This is going to be setup on an enemy AI; I have a method that can calculate the horizontal distance and then sets a random value for height so there is a random element to the projectile, but I ...

  7. 19 sty 2020 · //Time of flight calculation float t; t = (-1f * initalVelocity. y) / Physics. gravity. y; t = 2f * t; Now, we can set the resolution of the curve and also determine the intervals of the point which the object will pass. For instance, assume that the time of flight is 10 seconds.

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