Here’s a straightforward question for Unity EXPERTS.
Say you have two rigidbodys a and b and they have velocities. (Obviously a.velocity and b.velocity )
What is the usual idiom in Unity, to calculate the velocity of b, as seen from a ??
I assume the answer is simply:
var speedOfBSeenFromA:Vector3;
speedOfBSeenFromA = b.velocity - a.velocity;
Is this correct?? Can an expert please confirm this? Maybe there’s something I don’t understand about Unity?
Once again, of course I know how to add “actual” vectors in Newtonian space, as in high school physics class. My question is specifically: what is the usual Unity idiom? Thanks!
To be clear, by “relative velocity” I simply mean as any high-school physics teacher would think of it! For example: imagine B is heading “straight up” at 10 m/s, and A is heading “straight down” at 2 m/s. In this case, essentially 10 - (-2) = +12, which seems correct.
Note: it seems somewhat odd there is not a function “relative velocity” since it’s so common, maybe I’m missing something? (I realise it’s just one minus the other - maybe that’s the reason they didn’t include such a function?)
Note: there is the somewhat confusing function GetRelativePointVelocity which appears to give the velocity of something passing seem from a strictly stationary point. (Assuming I understand that function correctly.)
So, I appreciate a seasoned expert letting me know if I’m correct in that the answer is very simply b.velocity-a.bvelocity. thanks!
PS no need to calculate Einsteinien time dilation for velocities approaching c !! 