How to Calculate Trajectory of Object Unity Without Physics
Calculating an object's trajectory in Unity without using the physics engine requires understanding basic projectile motion principles and implementing them with code. This guide explains the math behind it and provides a working calculator to visualize the results.
Introduction
When you need to simulate projectile motion in Unity but want to avoid the physics engine for performance or control reasons, you can calculate the trajectory mathematically. This approach gives you precise control over the motion and better performance for simple cases.
Projectile motion follows a parabolic path determined by initial velocity, angle, and gravity. By calculating position at each time step, you can animate an object along this path without physics.
Basic Trajectory Formula
The key formulas for projectile motion are:
Horizontal position: x(t) = v₀ * cos(θ) * t
Vertical position: y(t) = v₀ * sin(θ) * t - (1/2) * g * t²
Total time of flight: T = (2 * v₀ * sin(θ)) / g
Where:
- v₀ = initial velocity
- θ = launch angle in radians
- g = acceleration due to gravity (9.81 m/s²)
- t = time
These formulas give the position of the projectile at any time t. By calculating these values at small time intervals, you can animate the object's motion.
Implementing in Unity
To implement this in Unity C# script:
1. Create a GameObject with a SpriteRenderer or MeshRenderer
2. Attach this script to the object
3. Set the initial velocity and angle in the inspector
4. The script will calculate and animate the trajectory
The implementation involves:
- Converting the angle to radians
- Calculating the total flight time
- Updating position at each frame using the formulas
- Resetting when the projectile hits the ground
This approach gives you complete control over the motion while avoiding the physics engine.
Worked Example
Let's calculate a trajectory with:
- Initial velocity = 20 m/s
- Launch angle = 45°
- Gravity = 9.81 m/s²
Using the formulas:
θ = 45° = 0.785 radians
Total time = (2 * 20 * sin(0.785)) / 9.81 ≈ 2.86 seconds
At t = 1 second:
x(1) = 20 * cos(0.785) * 1 ≈ 14.14 meters
y(1) = 20 * sin(0.785) * 1 - 0.5 * 9.81 * 1² ≈ 12.25 meters
This means after 1 second, the projectile will be at approximately (14.14, 12.25) meters from the launch point.