– Manual
– Aerodynamic Movement (new in v3.0)
Projectile Toolkit 3 released!
In the upcoming update, some gameplay-focused features will be available:
Getting the information of predicted collisions, including the index, position, rotation and velocity of collisions.
Thanks to the feature mentioned above,
"Collision Count Limit" can restrict the prediction so that it stops when a certain collision count is reached.
You can display the collision points (where the collisions happened).
✅ [Finished] Predicting wind, or draw/fade effects (internally achieved by taking one additional consistent force into account).
✅ [Finished] Simulating projectile movement that is affected by aerodynamics or wind, such as draw/fade effects.
Projectile Toolkit 2.0 is available! Introducing PEB Trajectory Predictor, a brand new system that invokes physics engine to simulate future frames and thus gives accurate prediction.
Version 1.1 coming this week! (Edit: released)
Now you can check out some future features of Projectile Toolkit (work in progress):
PEB Trajectory Predictor: a high-performance, physics-scene-simulated trajectory prediction component.
Propulsion Library/Engine (Drone Example).
The demos are under "WIP" section of the WebGL demo linked in the Unity Asset Store page.
I'm working on Version 1.1:
In this version, I've added two new algorithms and improved several things:
TimeOfFlight(...)
, which calculates the flight duration of a projectile to hit the target,
ElevationalReach(...)
, which calculates the maximum range a projectile can reach at a specified launch speed to a specified elevation,
Character Movement Kit: new Forward Vector parameter added, now you can define the character's forward direction. New Rotation Speed parameter added, helps you fine tune the rotation animation of your characters.
The targeting algorithms now get a "/0" check improvement: when start point and end point have the same x and z values, this will cause an error, and now they won't.