Yahoo Poland Wyszukiwanie w Internecie

Search results

  1. 14 lip 2018 · Your landing point is at 0.15. First, disable physics with Physics.autoSimulation = false;, Add force to your Rigidbody with velocity or the AddForce function. Put Physics.Simulate(Time.fixedDeltaTime); in a loop and make it run continuously until you reach your landing spot or until pos.y < 0.15 becomes true.

  2. 1 mar 2014 · My ship's projectile speed (projSpd) is constant. My ship's projectile trajectory, after being shot, is linear (/straight). (eg. projSpd = 2000.00) How can I calculate the interception coordinates I need to shoot at in order to hit the asteroid?

  3. 10 kwi 2014 · transform.position = Vector3.Lerp (transform.position, _target.transform.FindChild("Champion").transform.FindChild("Heart").transform.position , _projectileSpeed * Time.deltaTime); and a OnCollisionEnter to determine if the projectile hits an obstacle or the target.

  4. 24 cze 2024 · You may calculate the time of flight of a projectile using the formula: t = 2 × V₀ × sin(α) / g. where: t – Time of flight; V₀ – Initial velocity; α – Angle of launch; and; g – Gravitational acceleration.

  5. 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.

  6. 19 mar 2018 · To calculate the launch speed of the projectile, we’ll use two variables: float LaunchAngle and Transform TargetObject. The R key will be used to reset the projectile’s position and rotation to their initial values.

  7. 5 lis 2020 · The time of flight of a projectile motion is exactly what it sounds like. It is the time from when the object is projected to the time it reaches the surface. The time of flight depends on the initial velocity of the object and the angle of the projection, θθ.