Projectile Toolkit Documentation

Feature SetVersion Requirement
Targeting and Prediction - Manual1.0+
Targeting and Prediction - API Reference 
PEB Trajectory Predictor2.0+
Projectile Aerodynamics3.1+

 

 


Devlogs

June 29, 2026

Documentation of Projectile Aerodynamics has been greatly improved.

The propulsion features will be released soon (named Kinetic Propulsion Suite)!

 

September 26, 2025

Projectile Toolkit 3.1 released!

Introducing Aero Projectile Launcher, a brand new, easy to use template for projectile aerodynamics feature.

Announcement: we are evolving into a low-code-first, template-driven asset. Even if you are using the most cutting-edge AI coding tools, you will still need this :)

 

November 17, 2024

Introducing Projectile Aerodynamics, a brand new feature that models aerodynamic forces on projectiles without compromising their ability to hit targets.

You can use this feature to make curved trajectory seen in sports such as football, baseball, golf (draw/fade), etc. You can also use it to model wind, air drag, or implement creative weapons, like boomerangs.

 

November 5, 2023 | Last edit: August 19, 2025

In the upcoming update, some gameplay-focused features will be available:

 

April 15, 2023

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.

 

September 3, 2022

 

July 17, 2022

I'm working on Version 1.1:

In this version, I've added two new algorithms and improved several things:

 

July 9, 2022

I am working hard to bring new features and utilities to Projectile Toolkit. In addition to the new functionalities for targeting and trajectory prediction, one important area I am working on is the propulsion library.

I've realized that there're much more things I can do than just bring you some simple functions that convert between force and velocity, and after some "chaotic" iterations, I successfully implemented the first advanced method of propulsion library.

After that, I was like "why not make a simple drone with the method to test it out? It will behave weird, but it will be very fun". But the result blows my mind, it is PERFECT! I used four propulsion engines, and use AddForceAtPosition(..., ForceMode.Force) to add continuous propulsion to the drone body, and everything just works in harmony, and works like a charm!

See the video showing the result here.