ArcSmith | Ballistic Trajectory Toolkit
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Build aim-and-launch mechanics with 3D ballistic solvers, obstacle-aware previews, matching projectiles and moving-target leading. Includes four playable demos.Turn a target position into a launch velocity, show the player where the shot will travel, and launch a projectile along that solution. ArcSmith brings those steps together in a focused 3D ballistic toolkit for Unity, with reusable profiles, obstacle-aware previews and editable C# source.Use it to build cannon aiming, thrown-object targeting, parcel delivery or artillery puzzles. Choose the constraint your mechanic needs: flight time, launch speed, apex height or launch angle. Four playable examples demonstrate the complete workflow from aiming to impact.Solve the trajectory you needChoose a flight duration, solve low and high paths at a fixed speed, specify an apex above the endpoints, or fix the launch angle and let ArcSmith find the speed. Elevation limits keep turrets inside their range of motion, and an optional best-reach fallback fires the closest allowed shot when a target is out of range. Gravity is a configurable world-space acceleration vector, so sideways or custom-gravity scenarios use the same API. Unreachable and invalid inputs return explicit failures instead of a misleading path.Plan around obstaclesSphere-swept previews account for projectile radius and report hits, blocked origins and capacity limits. Preferred, Prefer Clear and Require Clear policies can test the alternate fixed-speed branch when the selected arc is obstructed. Accept the intended receiver by collider, layer, tag or a C# filter so it counts as a valid endpoint.Keep each projectile on the previewed pathArcPreview and ArcProjectile use the same ArcSolution and trajectory equations, and the projectile renders smoothly every frame. Launch through C# or UnityEvents, then react to launch, rejection, impact and expiry directly on the launcher. Integrate your own object pool through optional spawn and release callbacks, with explicit cancellation and reuse checks. Need real physics instead? Launch a Rigidbody on the same solved arc. Constant-velocity leading in Duration mode lets your own movement code supply a target velocity for interception.Learn through four interactive demosStart with a first launch, compare solver constraints and low/high paths, play an eight-shot parcel-delivery challenge, then test leading against a moving target. Click-to-aim controls, negative cases, trails, impact feedback and quick reset make each behavior visible. The example C# source is included.Setup and documentationThe Getting Started window provides scene setup actions, demo links and API guidance. A scene-setup action with Undo creates an example launcher, target and preview. Reusable profile assets, a grouped Inspector, target handles and a searchable PDF manual cover setup, integration, limits and troubleshooting.ArcSmith includes editable C# source and requires no third-party SDK, service, account or subscription. Runtime uses Unity Core and 3D Physics. The included demos use Unity UI, ship in Built-in, URP and HDRP versions, and run with the legacy Input Manager, the Input System package or both.Scope: ArcSmith supplies analytic constant-acceleration solving, path queries, preview/launch components and editable examples. The analytic projectile does not simulate drag, bounce, penetration or Rigidbody momentum transfer; the optional Rigidbody launch hands those to Unity physics. ArcSmith does not predict accelerating targets or moving obstacles and has no networking or 2D physics.Solving and planning- Duration, fixed-speed low/high, gravity-relative apex and fixed-angle solvers.- Launch elevation limits and an optional best-reach fallback for fixed-speed shots.- Launch angle, apex time and apex position on every solution.- World-space constant acceleration with explicit finite-input validation.- Constant-velocity target leading in Duration mode.- Read Rigidbody target velocity at the aim point, including angular motion.- Preferred, Prefer Clear and Require Clear path policies.- Automatic alternate fixed-speed branch testing when appropriate.- Destination acceptance by collider, layer, tag or C# filter.- Explicit failure information through return values and LastFailure.Preview and launch- Radius-aware 3D sphere sweeps with configurable collision mask and step.- Blocked-origin, hit and truncated-capacity reporting.- Shared ArcSolution equations for preview and analytic projectile motion.- Configurable preview capacity, line width, clear/blocked colors, cooldown and lifetime.- Configurable preview refresh interval to control query frequency.- C# launch, impact and expiry events plus Inspector UnityEvents on the launcher.- Optional analytic projectile spawn/release hooks for your own pool, with cancellation and idle-state checks.- Optional Rigidbody launch on the solved arc, with Unity 2022.3 and Unity 6 velocity APIs handled.- Scene target handle and grouped Launch Profile Inspector.Workflow and included content- Four interactive demo scenes: First launch, Arc choices, Parcel delivery and Moving target.- Playable three-pad delivery challenge with eight shots, 90-second timer and restart.- Getting Started window and example-setup action with Undo.- Searchable, bookmarked offline PDF manual.- Editable runtime, editor and demo C# source.- Analytic parcel prefab, four example profiles and demo materials for Built-in, URP and HDRP.- No third-party SDKs, runtime services or subscriptions.Requirements and limits- Unity 2022.3 or newer; current release tested in 2022.3.62f3 and 6000.6.4f1.- Unity 3D Physics. Demo UI requires Unity UI (com.unity.ugui).- Demo scenes, materials and the parcel prefab ship for Built-in, URP and HDRP; Getting Started and Create Example Launcher use the active pipeline's set.- Demos run with Input Manager, Input System or Both; runtime APIs do not read input.- Preview Segments is clamped to 16-2048. Finite straight sweep segments approximate curved motion.- Target leading assumes a supplied constant velocity, uses Duration mode and does not estimate motion.- Moving colliders or target acceleration after planning can invalidate a prediction.- No FPS, zero-allocation, mobile, multiplayer or platform-specific performance guarantee is made.AI tools assisted with development and code review




