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Missile Behaviours – Dev Community

Missile Behaviours – Dev Community

Tsunami 11 August, 2020
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For more detail this asset from the Unity Asset Store: Click Here

Missile Behaviours v1.3

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Version 1.5.4:
– Final version supporting Unity 5.6. Future updates will only work with the new yearly editions, as too much has changed. Version 1.5:
– Fixed several inconsistencies.
– Added some support for unguided missiles.
– Added more options to some scripts.

Version 1.4:
– Miscellaneous fixes & improvements.
– Added a simple way point system and a scene to showcase some use cases.

Version 1.3:
– Added disperse script which makes missiles follow a semi-random path for a while, to make launching several missiles at once look better.
– Added demo scene to showcase the new script.

Version 1.2:
– Miscellaneous fixes & improvements.
– Added swarm script, which spawns several missiles in a radial pattern.
– Improved trigger & action system.

Version 1.1:
– Added fuel feature.
– Added automatic target search script.

This package allows you to easily setup missiles with realistic guidance. To achieve this it uses the guidance law known as “proportional navigation”, which creates an intercept course instead of flying directly towards the target. This approach has a much higher chance to actually hit even a dodging target and it will usually also reach the target more quickly.
The package includes the normal version as well as the augmented version, which takes acceleration into account for an even better chance to hit.

For easy comparison this package also includes the “tail-chase” approach so often seen in games. Just like the pro-nav version, the tail-chase version also includes an optional advanced mode which aims to improve the poor hit rate of this approach.

To make this package as modular as possible every component is contained in its own script. This makes it really easy to run your own implementation of any component, without breaking other functionality.

It also features an event based trigger & action system, which allows you to use any number of trigger scripts to activate any number of action scripts. You can even use your own triggers and actions.

An example of a trigger would be a proximity detector or a collision detector. An action script can react to any number of these triggers, such as setting off an explosion or switching to another target.

Now also contains several scripts to further modify flight paths, a simple script to make unguided missiles looks nicer and much more! For more information please visit the

 
 

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