I am trying to make a game with Unity that uses rockets that are in orbit and can transition to different planets, but I need to predict the rocket path in real-time, depending on the current velocity/direction of the rocket allot like spaceflight simulator does.
I have managed to get realistic physics and orbits when adding gravitational forces to a rigidBody:
var sateliteCords = Satelite.transform.position;
var planetCords = gameObject.transform.position;
var distance = sateliteCords - planetCords;
distanceFromSatelite = Vector3.Distance(Satelite.transform.position, gameObject.transform.position);
F = (Gravity * Mass) / Mathf.Pow(distanceFromSatelite,2);
forces = (distance / Mathf.Sqrt(Mathf.Pow(distance.x, 2)+ Mathf.Pow(distance.y, 2)+ Mathf.Pow(distance.z, 2))) * -F;
Satelite.GetComponent<Rigidbody>().AddForce(forces * Time.deltaTime, ForceMode.Force);
but I don't know how to predict future points in time to give me the orbit shape.
I have tried "speeding up the simulation" with Time.timeScale = 50;
but it isn't fast enough.
I read somewhere that I need a copy of the solar system running independently form the unity updates, and calculate the rocket trajectory from there but I don't know how to approach that.
I'm a bit of a noob when it comes to physics simulations so can one of you geniuses please help?
Update
call. Not sure how performant that is but that could do the trick! – Audiophile