Table of ContentsAPI example use casesTargetingPredictionHow to useTargetingTrajectory predictionExplore the demosOnlineIn editorRelation(new in 2.0) PEB Trajectory Predictor
Projectile Toolkit provides various targeting algorithms to meet the needs of different scenarios, here are some example use cases:
Method | Example use case |
---|---|
VelocityByA | This 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. |
VelocityByAngle | Launch projectiles to hit a target with a specific elevation angle. |
VelocityByTime | Let archers to accurately hit moving targets. |
VelocityByHeight | Use in animations, or achieve realistic Off-Mesh Link / NavMesh Link movement, or achieve jump pad mechanism. |
AnglesBySpeed | Simulate weapons that has a specific launch speed, such as cannon and mortar. |
VelocitiesBySpeed | An 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. |
(new in 1.1) ElevationalReach | Display the maximum distance a weapon can attack. |
Method | Example use case |
---|---|
PositionAtTime | Implement 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). |
Positions | Predict the trajectory of a projectile. (You can use Trajectory Predictor component instead, it has trajectory rendering implemented.) |
(new in 1.1) VerticalFlightTest | Predict 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. |
(new in 1.1) FlightTest | Test if a certain velocity will allow a projectile to hit the target. |
💡 Note
using Blobcreate.ProjectileToolkit;
in your scripts to be able to call the APIs.Trajectory line materials are Built-in RP materials. If you are using SRP, see Explore the demos > In editor to see how to convert.
To launch a projectile to hit a target:
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),
In your code, instantiate the prefab,
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:
[SerializeField] Rigidbody projectilePrefab;
[SerializeField] Transform launchPoint;
[SerializeField] float timeOfFlight;
...
// In your own method:
var myRigid = Instantiate(projectilePrefab, launchPoint, launchPoint.rotation);
var v = Projectile.VelocityByTime(myRigid.position, predictedPos, timeOfFlight);
myRigid.AddForce(v, ForceMode.VelocityChange);
View Defender.cs
for the whole implementation of this (how to calculate predictedPos
, etc.).
Additionally, you can add a Simple Explosive 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 (in the above example, targetPosition
is predictedPos
):
myRigid.GetComponent<ProjectileBehaviour>().Launch(targetPosition);
For 2D
In 2D, everything is the same, except that Rigidbody2D
does not have ForceMode2D.VelocityChange
mode, so we use ForceMode2D.Impulse
instead:
myRigid2D.AddForce(myRigid2D.mass * v, ForceMode2D.Impulse);
To predict and render the trajectory of a projectile:
Drag and drop the prefab "Trajectory Predictor.prefab" in folder "Blobcreate/Projectile Toolkit/Prefabs" into your scene,
In your script, add the following logic:
[SerializeField] TrajectoryPredictor tp;
...
// Update() or your own method
void Update()
{
// Call Render to update the positions of the line.
tp.Render(launchPosition, launchVelocity, distanceOrEnd);
}
Or if you want to predict the trajectory of a moving rigidbody:
tp.Render(myRigid.transform.position, myRigid.velocity, distanceOrEnd);
💡 Note
"distanceOrEnd" here is not a typical field, it means that you can either put "distance (float)", or "end (Vector3)" point of the trajectory if known, to control the length of the predicted trajectory line. In other words, to calculate the trajectory to how far.
Click here to play the online version (WebGL).
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:
URP, for newer versions: URP 12.0+, for older versions: URP
(Optional): import native URP unlit materials from "Blobcreate/Projectile Toolkit/Materials/URP Unlit Materials.unitypackage". Double click on it and import, the corresponding materials will be overriden and updated.
HDRP, for newer versions: HDRP 12.0+, for older versions: HDRP
In your custom RP, manually replace these materials with the equivalent shaders in your RP.
⚠ 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):
Post-processing: you can create a post-processing volume and assign your profile to it. A profile called "URPPostProcessing" is provided for use in URP.
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
(These settings are for the demo scenes, they are not required for your own scenes/projects.)
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:
(At the top right of Unity editor) select "Layers > Edit Layers...",
Click the second icon in the top right of the inspector,
Click "Save current to..." button to save your current layer settings,
Click that second icon again and then choose "PTKLayers" in the pop up window.
Setting up the physics is similar, select "Edit > Project Settings...", select "Physics", click the second icon in the top right, back up your current settings, and apply "PTKPhysics" preset.
💡 Note
If you want to go back to the physics and layer settings of your project, simply apply the settings you've backed up.
Which scene demonstrates which algorithm? The relation is shown in the table below:
Method | Scene Index(es) / class(es) |
---|---|
VelocityByA | 02 / JumpAttacker ProjectileLauncher |
VelocityByAngle | 03 / CannonLike |
VelocityByTime | 02 / Defender |
VelocityByHeight | 00 / JumpTester , 01 / NMJump , 02 / JumpAttacker |
AnglesBySpeed | 03 / CannonLike |
VelocitiesBySpeed | 03 / CannonLike |
PositionAtTime | Demo coming soon... |
Positions | Used in Trajectory Predictor component. |
ElevationalReach | 03 / CannonLike |
VerticalFlightTest | Used in FlightTest(...) method. |
FlightTest | 03 / CannonLike |
For Trajectory Predictor component, the demo scene is 02.
💡 Note
The script filenames of the classes are
class
+.cs
. You can find them under the folder "Blobcreate/Projectile Toolkit/Demos/Scripts".
PEB Trajectory Predictor has dedicated documentation page: Link
Projectile Toolkit 2.0