I hope I can articulate this properly. If I have a game where the player throws something (say, a grenade), Unity will be able to determine the trajectory and the place where the rigidbody will collide with the base of my level. I want to place a decal (or something similar) at the point of collision. The decal will move depending on the angle that the grenade is thrown, etc.
Essentially, I’d like to know the x, y, z coordinates of where my grenade object is going to collide before collision actually occurs. I want my player to know where the grenade will land before he throws it.
I could figure this out if I was just doing simple raycasting from Point A to Point B. But with physics involved, I’m sort of lost.
Usually in games where you have this kind of thing. The thrown grenade doesn’t actually use physics. Instead it follows an animation curve of some sort, like a spline… this spline is what is shown on screen (think like the new XCOM and the grenades there).
If you just want an estimated location. Where the placed decal only really shows where the grenade “might” land on perfect circumstances. Well that’s just trajectory of a projectile. Use basic newtonian physics for calculating that.