Ballistics
Ballistics is a compact, ready-to-use toolkit for realistic projectile behavior in Unity. Whether you’re building turrets, grenades, arrows, or any “lob-and-hit” mechanic, these components and utilities let you skip the tedious math and focus on gameplay.
Instant Aiming Solutions • BallisticAim calculates low- and high-arc rotations for a two-pivot launcher (e.g., turret or cannon), given muzzle speed and gravity (or custom acceleration). It even handles moving targets with leading. • BallisticTargeting wraps BallisticAim, exposing a simple
HasSolution
flag—ideal for UI or “lock-on” indicators.Full-Flight Trajectory Data • BallisticsData holds your projectile’s velocity and radius, plus helper properties (
Speed
,Direction
,Rotation
). One call toPredict(...)
returns a complete BallisticPath (sampled positions, velocities, timestamps, and collision info). • BallisticPath itself stores every(position, velocity, time)
step, flight distance/time, and impact details. ItsLerp(time)
method interpolates anywhere along the arc for effects or debugging.Visualization Tools • BallisticPathLineRender draws a live 3D trajectory (including optional bounces) with a LineRenderer. Simply assign a BallisticsData asset, set resolution, gravity, bounces, and collision layers—and watch the arc appear. • TrickShotLine reads from TrickShot’s predicted paths and updates a LineRenderer every frame—perfect for “aim-and-fire” previews.
Runtime Path Following • BallisticPathFollow takes one or more
BallisticPath
segments and moves any GameObject along that exact sample sequence, including simulated “planned” collision callbacks. When the path ends, it can hand off to Unity physics with the final velocity. • TrickShot combines prediction and runtime behavior: callPredict()
to build multi-bounce paths, thenShoot()
to spawn a BallisticPathFollow prefab that follows your precomputed trajectory automatically.Under-the-Hood Math Library The static Ballistics class provides over 30 methods for any projectile problem: • MaxRange / FlightTime / FinalVelocity calculations (2D and 3D). • Solution overloads for low- and high-arc aiming at stationary or moving targets (including “arc-ceiling” and “fixed-time” variants). • Speed-Given-Angle solvers, plus step-by-step Raycast and SphereCast routines to sample full flight paths or detect impacts along the way.
All scripts are designer-friendly (drag-drop in the Inspector) and lightweight, with adjustable sampling resolution and layer masks. You get both 2D and 3D versions, custom gravity support, bounce handling, and built-in collision callbacks—everything you need to build accurate, visually clear projectile mechanics without reinventing the wheel.
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