I remember learning this when I was in high school, but it has kinda faded from my memory, just like that dinosaur I used to ride to class. I remain unsure hoe to apply this mathematically to a vector in Unity.
I’m trying to move a rigidbody2D in a parabola.
At the start of the motion I have a distance in X I want to travel, and a distance in Y. (or technically, a starting position and a location for the apex of the parabola,) and currently my script is set up to apply a new velocity every fixed-update. I know the speed in X is going to constant, so I can just plug whatever speed I want into that, and it will impact the overall width of the parabola. And while I can simply multiply the Y value by a fraction each frame and have a parabola, this doesn’t give me a parabola that goes the distance in Y that I’m looking to achieve.
I need to know what to set my Y velocity each fixedupdate so that it actually reaches that apex I am looking to hit.
Or possibly I am complete wrong in my approach? I’d appreciate some thoughts and formulas on the matter.