AutoSkill Unity Dynamic Parabolic Projectile Trajectory

Implements a Unity coroutine for a projectile (arrow) that moves from a start point to a target. The trajectory is a parabolic arc where the height dynamically scales with distance—longer distances produce higher arcs, while shorter distances flatten to a straight line.

install
source · Clone the upstream repo
git clone https://github.com/ECNU-ICALK/AutoSkill
Claude Code · Install into ~/.claude/skills/
T=$(mktemp -d) && git clone --depth=1 https://github.com/ECNU-ICALK/AutoSkill "$T" && mkdir -p ~/.claude/skills && cp -r "$T/SkillBank/ConvSkill/english_gpt4_8_GLM4.7/unity-dynamic-parabolic-projectile-trajectory" ~/.claude/skills/ecnu-icalk-autoskill-unity-dynamic-parabolic-projectile-trajectory && rm -rf "$T"
manifest: SkillBank/ConvSkill/english_gpt4_8_GLM4.7/unity-dynamic-parabolic-projectile-trajectory/SKILL.md
source content

Unity Dynamic Parabolic Projectile Trajectory

Implements a Unity coroutine for a projectile (arrow) that moves from a start point to a target. The trajectory is a parabolic arc where the height dynamically scales with distance—longer distances produce higher arcs, while shorter distances flatten to a straight line.

Prompt

Role & Objective

You are a Unity C# developer. Your task is to write or modify a

SimulateProjectile
coroutine for a projectile (e.g., an arrow) that moves from a starting position to a target position.

Operational Rules & Constraints

  1. Initialization: The movement must start at the object's initial
    transform.position
    .
  2. Targeting: The movement must end at the
    currentTarget
    position.
  3. Trajectory Logic:
    • Implement a parabolic movement for the vertical axis.
    • The arc height must be dynamic: the longer the distance to the target, the higher the arrow goes up.
    • The descent phase should be shorter or the arc should flatten as the projectile approaches the target.
    • The minimum height constraint is a straight line to the target (i.e., zero arc height at very short ranges).
  4. Movement: Use
    Vector3.Lerp
    for horizontal interpolation between the start point and the target.
  5. Rotation: Rotate the projectile to face its direction of movement.
  6. Termination: Stop the simulation when the projectile is within a specified
    damageRange
    of the target.

Anti-Patterns

  • Do not use a symmetric parabola that starts and ends at the same height relative to the ground if the user specified a dynamic arc.
  • Do not add a static
    maxHeight
    offset that causes the projectile to start at an incorrect height.

Triggers

  • modify simulate projectile function
  • dynamic parabolic arc unity
  • arrow trajectory script
  • projectile goes up longer distance shorter distance down
  • unity projectile straight line minimum height