Start with the trajectory component when you only need to see a predicted path. It can calculate and draw a preview without spawning a projectile or creating a launcher.
Create a standalone preview#
- Open Tools > ERAGANX > Projectile Toolkit Pro and choose the correct game dimension.
- Click Create Trajectory. Keep Source set to Self for this first check.
- Choose a matching ballistic preset and set the starting position, direction and speed.
- Enable trajectory visualization and begin with a simple Line path style.
- Set Preview Distance to
30and Preview Duration to3seconds. - Enter Play Mode with a camera viewing the path. Use a floor collider that matches the selected 2D or 3D setup if you want the preview to find a contact.
For a 2D arc, the guide suggests direction (1, 0.65, 0) and speed 14. For 3D, try (0, 0.65, 1) and speed 14. Treat these as starting values, not required defaults.
Choose where the path gets its motion#
| Source | Preview reads from |
|---|---|
| Self | The trajectory object's own transform and standalone motion settings. |
| Assigned Transform | Another object's transform and configured source data. Parent-child placement is not required. |
| Assigned Launcher | The selected projectile, launch point, aim and power from a launcher. |
| Custom provider | A runtime component that implements ITrajectoryDataProvider. |
Set the initial launch direction and speed explicitly when the preview uses self-contained motion.
Check the rendered path#
Scene View previews help with authoring. Check the actual Game View with its camera, rendering layers and material before relying on the appearance. A missing path can come from a disabled visualization toggle, zero direction/speed, an invalid source or an unsuitable material.
Use Preview path & appearance to tune the visible length and style, or continue to projectile prefabs when you are ready to fire a real object.