• 13
• 15
• 27
• 9
• 9
• ### Similar Content

• While looking out for that pesky Terrator, our little alien is doing a bit of relaxed mining down on the new gas planet "Lelantos" this weekend....
#gamedev #indiedev #madewithunity #screenshotsaturday

• I have a native iOS game (objective c, XCode build) which I am considering to port to other platforms.
Core gameplay is based on solely on geographical maps, and custom drawing over maps. It also has Core Data. This part is complete in development.
What is not done yet is: monetization, gamification (leaderboards, challenges) and multiplayer functionality.
As I think more about it, I am tempted to think if this is the right time to move to a cross platform tool such as Unity. But before dedicating time to port my 5 years side-project effort in Objective C, I really want to know if its worth it.
- Does Unity support such plugins / assets that will fulfill all my above requirements?
- Unity Personal seems to have only 20 concurrent users - is it too costly scaling if I decide for extending to web and android platforms?
- What is the general workflow involved in publishing to iOS, Android, PC, and web platforms while using Unity? I mean to ask about various points of signing stuff, paying fees and getting certified.
- How long will it really take to port my entire Objective C project into Unity? I am somewhat familiar with C# but I am finding it hard fidgeting with Unity IDE as lot of things are focused around FPS and 3D while my game is still 2d - not much action involved. I seem bit overwhelmed by the list of features I see there. All in all, I do not want to lose my momentum while still making sure its portable to everywhere.
- Any assets I could use (for free to try basis in debug) that are relevant for my game?
- Last but not the least, are there any costs that I need to be paying upfront to Unity, for using it (apart from their monthly subscription model)? I don't understand their costing for multiplayer in conjunction with their subscription fees - if someone could kindly elaborate.
• By GytisDev
Hello,
me and few friends are developing simple city building game with unity for a school project, think something like Banished but much simpler. I was tasked to create the path-finding for the game so I mostly followed this tutorial series up to episode 5. Then we created simple working system for cutting trees. The problem is that the path-finding is working like 90% of the time, then it get stuck randomly then there's clearly a way to the objective (tree). I tried looking for some pattern when it happens but can't find anything. So basically I need any tips for how I should approach this problem.
Use this image to visualize the problem.
• By aymen
please any know how can i' calculate the centroid from any number vertices

• Good day sir/maam. I am developing a game for my thesis and im done with multiplayer and plan to start the implementation of AI but i dont know how/where to start. Please give an advice. I am developing it in C# using UNITY.
Im am now collected all pieces that has possible moves but i am stuck on which best move to select. I hope you will help me. This is link explained the game https://en.wikipedia.org/wiki/Game_of_the_Generals

# Unity Projectile / Bullets - How Do I? (SOLVED)

This topic is 3681 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

## Recommended Posts

I have a sloppy solution for firing projectiles which you can see here at my other Projectile Thread in the math and physics forum. [Edited by - CharlieR on February 17, 2008 7:38:45 AM]

##### Share on other sites
Quote:
 float slopeX = tan(angleX * radian) * Velocity;

I think this should be cos.

##### Share on other sites
Hey Barius, thanks for the attempt.

Your right sorta, but for some hobunk reason my coordinate system seems to be funnified.

Anyway, i originally used cos, but found that tan was the correct function for my particular implementation.

In any case, I would really rather do this with vector math. I'm just lost as to how to do it. From what I can tell, it is trivial to do with vectors. If anyone can point me in the right direction (pun intended), I'd apreciate it greatly.

##### Share on other sites
I maintain a position and direction (3D) and speed (scalar) for each projectile.

For each frame (or general time interval, I don't know what's appropriate for you), I check for the intersection of each projectile with each object of interest. For each object, I maintain a bounding box or sphere and a mesh of triangles for the actual object.

First I check if the projectile is close enough to hit the object in this time interval (a quick cull) - intersection of a vector with a sphere or box.

If not culled, I check intersections with the object's mesh triangles.