Trajectory preview limits control how much of a path is shown. They do not change the projectile's actual lifetime or travel range.
Set preview bounds#
| Setting | What it limits |
|---|---|
| Preview Distance | Total visible path length in world units, not a straight-line radius. |
| Preview Duration | Simulated time visible in this preview. |
| Max Preview Steps / Buffer | Calculation and point budgets. A small budget can truncate a path. |
Preview Bounce Limit 0 | Show the initial arc up to the first bouncing contact. |
Preview Bounce Limit N | Allow up to N reflected arcs after the initial arc. |
Preview Bounce Limit -1 | Follow the other time, distance and physics bounds. |
Projectile lifetime, travel range, contact budgets and stopping surfaces can end the preview earlier. A request for ten bounces does not guarantee ten visible bounces.
Style the path#
Choose Line, Dots, Dashes, Arrows or an animated style. A Trajectory Visual Profile provides geometry, color, width, materials and contact markers. Adjust animation speed, direction, reveal and fade on the trajectory component.
Impact, bounce and landing markers represent predicted contacts. Surface rings are flat geometry, not decals projected onto arbitrary curved surfaces. Add a suitable surface offset where needed; foreground objects can still occlude them.
Wind and preview refresh#
For a launcher-linked preview, configure wind on the Projectile Controller. For standalone motion, set it under Advanced > Standalone Motion. Wind is acceleration in world units per second squared, not a Wind Zone speed. With no drag, the additional displacement is 0.5 × wind × time². The gravity-only high/low arc solver does not compensate for wind or drag.
Use a performance profile or set preview quality, update frequency, buffer capacity, cache age and geometry budgets directly. See Pooling & practical budgets for scheduling and measurement tips.