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Unity-3D-Trajectory-Prediction

Free code, use it as you want!!!

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unity-3d-trajectory-prediction's Issues

HitRotation

Hey @Biebras,

thank you for your code example!

I try to get the hit rotation instead of the HitPosition (Vector3 (point));
Can you please explain me what return CalculateLinePoint(MaxTimeY()); is doing?

private Vector3 HitPosition()
{
    var lowestTimeValue = MaxTimeY() / _resolutionLinecast;

    for (var i = 0; i < _resolutionLinecast + 1; i++)
    {
        var t = lowestTimeValue * i;
        var tt = lowestTimeValue * (i + 1);

        if (Physics.Linecast(CalculateLinePoint(t), CalculateLinePoint(tt), out var rayHit, _layer))
        {
            return rayHit.point;
        }
    }

    return CalculateLinePoint(MaxTimeY());
}

Would love to do something like:

private Quaternion? HitRotation()
{
    var lowestTimeValue = MaxTimeY() / _resolutionLinecast;

    for (var i = 0; i < _resolutionLinecast + 1; i++)
    {
        var t = lowestTimeValue * i;
        var tt = lowestTimeValue * (i + 1);

        if (Physics.Linecast(CalculateLinePoint(t), CalculateLinePoint(tt), out var rayHit, _layer))
        {
            return rayHit.transform.rotation;
        }
    }

    return null;
}

Thank you for your help!

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