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  1. 14 lip 2018 · I am currently building a shooting-game and I have a small problem (miscalculation). Every time a player presses space key, I am creating new bullet (with RigidBody) and changes its velocity. I am trying to calculate where the bullet would land, but something is wrong in my calculation.

  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...

  3. 31 paź 2016 · I'm looking for a way to calculate how far a projectile has travelled after it has been instantiated, and until it collides and is destroyed. Atm i'm using a basic equation, distance = velocity * time, where velocity is the muzzle velocity of the projectile.

  4. Calculating Trajectories. Tutorial. Intermediate. +10 XP. 45 Mins. 64. ( 150) Unity Technologies. Overview. 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.

  5. 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 ...

  6. 12 cze 2014 · I know I can apply an initial torque and tweak to get something close to the proper rotation, but I was hoping to find a formula that returns the proper angle (or how much the angle is changing) at any point in flight.

  7. 19 sty 2020 · We can calculate half of the flight time by determining the time in which the object reaches its maximum height. To determine this time we can use the first equation. When the object reaches its maximum height, the velocity in the y-direction is zero.

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