How can I make the plane have a realistic row movement in airstrike system?

  1. What do you want to achieve? Keep it simple and clear!
    I want to achieve a realistic row movement in my airstrike system. The plane will have a “pass by” movement after doing the airstrike, in which I want to add a nice movement with row instead of just going straight.

  2. What is the issue? Include screenshots / videos if possible!
    I do not know how to achieve that. I have been recommended to use centripedal force but the other forums wont help and I can’t understand how to implement that so far.

  3. What solutions have you tried so far? Did you look for solutions on the Developer Hub?
    Bezier curves, but it looks weird and the speed doesn’t match.

Extra:
I want to achieve something like this

0:11-0:15 (more visible at 0:13).

3 Likes

Have you tried just making an animation for it?

It would look bad and weird. Additionally, the plane will spawn off bounds after the airstrike has been done and it would travel to the point and do the “passing by” movement. (Which needs to include the curve).

For that you gotta tween the X, Y and Z values for position and orientation separetely then replicate those to the plane model. It looks like a simple curve design where the Y, Z values for position and Z value for orientation are the only ones that change tweening back and forth, the X for position is a straight path.

1 Like

Looks like something you could easily do with a model and few tweens. Shells and explosions don’t even need to be part of the plane. Just timed out with everything else.

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I will make sure to try a tween. If it works I will tell you.

The explosions and shells will be before the plane spawns, just like the video reference. I will try a tween and if it works I will tell you guys

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