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    • Projectile Toolkit > Targeting and Prediction Version 3.1

       

      Contents

      API example use cases

       

      Targeting and Prediction API provides various algorithms to meet the needs of different scenarios, here are some example use cases:

      Targeting

      MethodExample use case
      VelocityByAThis method automatically adapts max height of the trajectory according to the distance to the target. Great for human-like throwing/jumping behavior, and projectile launch calculation in 3D top-down shooters.
      VelocityByAngleLaunch projectiles to hit a target with a specific elevation angle.
      VelocityByTimeLet archers to accurately hit moving targets.
      VelocityByHeightUse in animations, or achieve realistic NavMesh Link movement, or achieve jump pad mechanism.
      AnglesBySpeedSimulate weapons that has a specific launch speed, such as cannon and mortar.
      VelocitiesBySpeedAn extended version of AnglesBySpeed. It is more convenient than AnglesBySpeed when the rotation is not separated into y axis and x axis, such as hand-held mortar and bow.
      ElevationalReachDisplay the weapon’s maximum attack range.

       

      Prediction

      MethodExample use case
      PositionAtTimeImplement anti-ballistic missile (use this method to predict the position of the hostile projectile after x seconds, and use VelocityByTime(..., x) to launch the anti-ballistic missile).
      PositionsPredict the trajectory of a projectile. (You can use TrajectoryPredictor component instead, it has trajectory rendering implemented.)
      VerticalFlightTestPredict the flight time of a projectile when the x and z coordinates of the target are unkown, but the elevation of the target is known.
      FlightTestTest if a certain velocity will allow a projectile to hit the target.

       

      How to use

       

      Important

      Add using Blobcreate.ProjectileToolkit; in your scripts to be able to call the APIs.

       

      Targeting

      To launch a projectile to hit a target:

      1. Add a Collider and a Rigidbody to your prefab if it doesn't have one (you can set Interpolate to Interpolate and set Collision Detection to Continuous Dynamic to get the best result),

      2. In your code, instantiate the prefab,

      3. Call one of the targeting algorithms to calculate the launch velocity, and apply it using AddForce(...).

      The targeting algorithms are all static methods so the integration is very flexible.

      Example code

      Take VelocityByTime(...) for example, if you want AI units to accurately striking moving objects:

      View Defender.cs for the whole implementation of this (how to calculate predictedPos, etc.).

      Additionally, you can add a SimpleExplosive component to your prefab, it handles collision events, explosion VFX, explosion force, and damage. Add the following logic below the above lines to make it work properly (for the above example, targetPosition is predictedPos):

      For 2D

      In 2D, everything is the same, except that Rigidbody2D does not have ForceMode2D.VelocityChange mode, so we use ForceMode2D.Impulse instead:

       

      Trajectory prediction

      There are 3 approaches to do trajectory prediction, here is a table that compares their pros and cons:

       Projectile.Positions(...)TrajectoryPredictorPEBTrajectoryPredictor
      DescriptionLow-level method that returns an array of Vector3 representing the points of the trajectory.Component that handles calculation and rendering of trajectory.Component that handles calculation and rendering of trajectory. The calculation uses the physics engine.
      CalculationAlgorithmic; Non-iterative*Algorithmic; Non-iterative*Physics-engine based; Iterative
      Collisions and BouncesNoNo (collision is planned)Yes, accurate bounces
      Aerodynamic MoveNoNo (planned)Yes
      PerformanceHighHighMedium
      UsageLinkSee belowLink

      * For example, with TrajectoryPredictor you can calculate just 10 points to represent a 10-km trajectory, those 10 points will be accurate. This can't be done with PEBTrajectoryPredictor because it calculates one point per deltaTime.

      Important

      ⚠️ If you encounter that the trajectory is not showing, search the following materials in the Project panel and click on them one by one, and the problem should be fixed: "Dash Line", "Slash Line", "SquareParticle". (This is a Unity Editor bug.)

       

      How to use TrajectoryPredictor

      1. Drag and drop the prefab "Trajectory Predictor.prefab" in folder "Blobcreate/Projectile Toolkit/Prefabs" into your scene,

      2. In your script, add the following logic:

      Or if you want to predict the trajectory of a moving rigidbody:

      Note

      "distanceOrEnd" here means that you can either put "distance (float)", or "end (Vector3)" end point of the trajectory (if known), to control the length of the predicted trajectory line.

       

      Explore the demos

       

      Online

      Click here to play the online version (WebGL).

       

      In editor

      You can explore the demos under the folder "Blobcreate/Projectile Toolkit/Demos".

      Some setup is required:

       

      1. Upgrade materials

      The materials are Built-in Render Pipeline materials. If you are using Scriptable Render Pipeline, you can convert the materials easily:

      Important

      ⚠️ If you encounter that the trajectory is not showing, search the following materials in the Project panel and click on them one by one, and the problem should be fixed: "Dash Line", "Slash Line", "SquareParticle". (This is a Unity Editor bug.)

       

      2. Visual setup (optional)

      If your project uses URP but there are rendering problems with demo scenes you can use "PTK-URP-HighQuality" render pipeline asset.

       

      3. Set up layers and physics

      Tip

      These settings are for the demo scenes, they are not required for your own scenes/projects. Backups are important if your project already has custom layers.

      Back up your layer settings and physics settings, and apply the layer preset "PTKLayers" and physics preset "PTKPhysics" under ".../Demos/Other Assets/Settings". Detailed steps:

      1. (At the top right of Unity editor) select "Layers > Edit Layers...",

      2. Click the second icon in the top right of the inspector,

      3. Click "Save current to..." button to back up your current layer settings,

      4. Click that second icon again and then choose "PTKLayers" in the pop up window.

      In Unity 6 and above, in physics settings, the layer collision matrix should be manually set to the same as below. Also, set the Gravity to (0, -29.43, 0).

       

      Relation

      Which scene demonstrates which algorithm? The relation is shown in the table below:

      MethodScene Index(es) / class(es)
      VelocityByA02 / JumpAttacker ProjectileLauncher
      VelocityByAngle03 / CannonLike
      VelocityByTime02 / Defender
      VelocityByHeight00 / JumpTester, 01 / NMJump, 02 / JumpAttacker
      AnglesBySpeed03 / CannonLike
      VelocitiesBySpeed03 / CannonLike
      PositionAtTimeDemo coming soon
      PositionsUsed in TrajectoryPredictor component.
      ElevationalReach03 / CannonLike
      VerticalFlightTestUsed in FlightTest(...) method.
      FlightTest03 / CannonLike

      For TrajectoryPredictor component, the demo scene is 02. For other features, you can find the corresponding demo scenes by their names.

      Tip

      The script filenames of the classes are class + .cs. You can find them under the folder "Blobcreate/Projectile Toolkit/Demos/Scripts".