Hey guys, I’m working on the behavior of the goalkeeper of my soccer my game. This is what he’s supposed to do: once a player kicks the ball towards the goal, it calculates the point where the ball is going to hit the goal, then jumps towards it once the ball gets close.
Yea Raycast would work wonders, BUT this is gonna be calculated on server side, where I can’t use Unity, nor Raycasts nor Colliders, so I gotta use pure math. I’ve found few similar questions here but the solution allows the use of raycasting and other unity resources, which isn’t possible in this case.
So, this is the data that I already have:
the direction of the kick, calculated by
(kickDestination - ball.position).normalized;
This is what I want to do:
calculate the point on axis X where the ball is going to hit.
This is what I’ve done so far:
I can position an object ahead of the ball while it’s being kicked, then I can detect the point where this object collides with the X axis, but I wanna try some solutions based on math only. I’m using the following line
dummy.position = ball.position + ball.direction;
The following image explains it better.