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Packages/Projectile Toolkit Pro/Movement, collision & targets
PROJECTILE BEHAVIOR
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Movement, collision & targets

Compare movement families, configure contacts and understand prediction limits.

English guideSource: Unity 6000.3.13f1 · URP 17.3.0 · Windows Editor / DX12Web edition · 22 October 2026

Movement modes do not all calculate or respond to contacts the same way. Begin with a shared-kernel mode when you want the configured preview and collision response to follow the same rules.

Compare movement families#

Movement familySetup and prediction notes
Straight / Ballistic / KinematicStraight or force-based motion with swept circle/sphere queries.
Homing / ReturningAssign a target where required. Moving-target prediction is a snapshot approximation.
Bezier / Spline / FollowPathAssign authored controls or path points. Contacts can end prescribed positional motion.
Orbit / SpiralConfigure a fixed center and orbit settings. These are authored position modes.
RigidbodyUnity owns physics integration. Preview is approximate; use native collider materials and layers.

Configure contacts#

For a bouncing projectile, use a Bouncing preset or a swept movement mode with Collision enabled. Set response, restitution, friction, collision layers and contact budgets. Add a matching floor collider. Optional Projectile Surface profiles let different surfaces use different responses.

Set a Homing target and tune turn speed and target lead. Returning movement can visit a target and return to the original launch position. Without a target, it uses the configured return timer. Collision, lifetime and range still apply.

Understand the prediction scope#

  • In Rigidbody mode, the actual Unity solver uses native physics materials; swept surface coefficients do not replace it.
  • Prediction is approximate for dynamic collisions, external scripts and moving targets.
  • Triggers need matching collider setup for native physics pass-through behavior.
  • Preview bounce limits are separate from the projectile's actual contact budget.

Choose the behavior that fits the game, then compare the real projectile and preview in the target scene.

Adapted from the supplied guide · PDF pages 7.View source guide ↗
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